Hi, It's my first time handling normals and I am currently having quite of a struggle with it. What happens is that after generating the normals, applying it to my model inside Maya and exporting the obj, when I import to confirm that all is well I realize the normal is not there anymore. Can you help me with what I am…
Thanks James, that is what i thought but i needed to confirm. Just one last question since we are on the topic. There was a plugin for 3Ds max that exploded your model for you with one click i cant remember its name to save my life, i dont know if anyone knows its name? Thanks
i thought i had been experiencing these problems from a cheap card myself, but after reading through all this i can confirm that my gtx460 behaves just as poorly. my 8800 gtx from 4 years ago could easily handle around 6 million in the maya viewport before dropping off...
So far I can pretty much confirm what EricHall said. It took about a day and a half before I could actually download it and as far as I could tell I was still mostly dealing with Pixologic. So far so good. If I ever have any issues I'll revisit this thread.
SyncViewS: Thanx for the fast reply dude...ya, actually i was aware of the reason of the error.but in my case, there is a confirmed non zero value for the findItem array.I ran each line of code.but it still shows the error.if i put a print after "zz" assignment...it prints value 11 in my case...but still shows that error :(
http://www.chanarchive.com/4chan/v/26418/hey-everyone-it-s-your-favourite-neighbourhood-rockstar-leak-here-ready-and-willing-to-answer-questions Another (or the same?) Rockstar leak answering questions on 4chan. Should be fake, but it's kiiiinda plausible since apparently he hinted lots of things before the release of the…
...and I don't have max, so I wasn't able to confirm my guesstimation on what the model is supposed to look like. What came into MS3D looked like a handle and a scabbard, but no blade. ASCII art front view: <font class="small">Code:</font><hr /><pre> I HHHHHHH IOOOOOOOOOOOOOOOOOO I </pre><hr />
thanks for confirming what i thought, its a shame you cant do it all in dynamesh yet but thats better then nothing thanks. also thanks for the link, i was searching and found that just before i read this im glad you can atleast use mirror/weld button to work the problem. thanks for the quick replies !
I could be wrong, but IIRC in order to be able to copy UVs from one mesh to another the geometry must remain exactly the same. I think the UVs use the vertex numbers and if any of these change (as they would if you changed geometry) the UVs will not copy properly. Again, I could be wrong. Can someone else confirm if this…
Sorry I was tired last night and couldnt figure it out, woke up this morning and tried somthing durastic. took away the folder names and waited to see where it saves, and it goes to desktop. Just waiting for people to confirm this works on their computers. #newmel.eval('FBXExport -f "MyVehicle";')#oldmel.eval('FBXExport -f…