I know Gimbal lock is two axis aligning, for example, X & Y :smile: If it rotates up to 90° at any point in the Y or Z axis when using a Euler controller, so make good use of your X axis. ?
Yea seen the first two episodes now ...I vote Average. This isn't as good as X-Files. X-Files had writers. I'll keep watching it when it's on though because there's nothing else like this right now that I know of.
Dont use the hardware shading mode in the direct x viewport. That seems to be the bug. You can use direct x shaders but for some reason the HW shading mode for the viewport (shift + f3) by default causes these errors in 2012 on some machines.
did you reset the x-form? can we get a screen with bounding box, grid, wires and axis? include the x y z transofrm numbers at the bottom, under the animation bar (highlit the geo and have the move tool selected)
Actually, I use "x" all the time. When I know I'm only going to be moving or rotating in 1 or 2 axis, like when using screen mode and I'm only moving in X and Y, then I disable the gizmo.
Actually, I spoke too soon. That got the image to render at 1 pixel off, but it unfortunately didn't render out at 1600 x 45, it changed the resolution to 1291 x 37 for some odd reason. Trying again with a target camera...
Hello folks. First of all I'm most likely not a member with a big name on here but i wanna change that and most of all i wanna help newbies to learn 3Dsmax since i know how hard it was for me-so i made this ''most Importand 3dsmax shortcuts cheat sheet'' with the default hotkeys of 3Dsmax. I will write it down here and…
Does anyone know if it's possible to change the position of a texture within a material in UDK? I have a texture that is tiled (using a TextureCoordinate) and I'd like to nudge it over a few pixels/units. Is there something similar to the Panner in which instead of Speed X and Speed Y there's Position X and Position Y?
The easiest way to do this is to simply create two parameters for X and Y and then append them together and plug the result into the Speed pin of a Panner node. Make sure your X parameter goes into A and Y parameter goes into B, otherwise they'll be inverted.
Here's the formula: METERS X PIXEL PER METER divided by TEXTURE RESOLUTION = TILING VALUE So, for example let's say you have a 2m2 wall and a 512 texture: 2 X 1024 / 512 = 4