Hey, been using blender for a while now and making the switch to maya so please forgive my ignorance if this is plainly obvious... but is there a way to delete an edgeloop and have it automatically delete its joining verts rather than having to delete it manually? In blender I believe you just dissolve the edge and it will…
I'm not a coder, but helping someone who is writing a .nif translator for Maya. In Fallout/Skyrim, skinning data is stored in partition groups for controlling visibility on those groups of triangles. Blind Data seemed a good choice to set models up for export, but I'm not seeing a good workflow using it. -How to interpret…
I have a 3D flower model that blossoms. I want to move it's petal to center of the object to close the flower. How do I do it with shader code in unity? I already painted the vertex color to red on the petal and black on the center.
How can I smooth the ends of my mouth loops in zBrush? I want the ends of the lips to conform to some type of axis instead of just sticking out like this (messed up the mouth loops with Move Topological). Is this avoidable if I just extrude the mouth loop backwards so the mouth has an interior, which I can then use to…
Complete noob question. What did I press or turn on to get this to happen in my scene? I created a new scene and made this same object and didn't have this problem. It seems to only happen in orthographic views. Thanks.
Ayy, so in Max 2012 I could use the snap tool and panning in the viewport would remain the same. Now in 2015, it seems the snap toggle affects the way panning is done. When it's enabled and I try to pan, it stops or stutters, which can be very annoying. I googled and couldn't find anything about this specific problem. Just…
I have a problem. I guess that when my object was in the center of the world space i acciidentally put some keys on vertices.And now my object is in the different location of the space and now i have found this problem and when i want to delete those keys my part of the mesh jumps to the center and another part stay in…