Okay.... First of all, many thanks to Rick (CTBram) for his time and effort in explaining what, how, who when and why. And as he has already said at the end of the day what you have to remember that Maya isnt gonna do exactly what Max does like Zbrush and Mudbox dont do all the same things, otherwise what the point. Maya's own bevel and the bevel plus scripts are okay but just dont have the flexibilty of say one thats been written with all the bells and whistles in Max, and therefore the editing of such things isnt gonna happen over night, especially when they really havent had a re-write since version 2.0 back in the day. Sometimes you just gotta bite the bullet and open your model in another software to get the job done thats needed. I had this with junior modellers in Ireland when I supervised the model build on Lockout. it was Max does this and MAx does that...so my answer would always be, go get a job that uses Max and quit your whining LOL. It soon made them learn how to do stuff without relying on written plugins. Something I suggest that should be done here. Maya's true flexibilty lies in the API, probably the strongest out there to customise, thats its strength, its abilty to build upon the base product and give you something stronger than anything Max et al has to offer. If you can find someone to write you a plugin for maya...you're laughing.... Jay