Setup like you did in the first image but use 'move' instead of 'scale', no need for masking. Just take into account that it will move both sides of the cylinder towards the pivot point on the right of the line (if you are moving the circle on the left side of the transpose line).
If you place the centre line of your wall along the grid you need less unique modules and there are less edge cases. Sadly though that's usually Impractical and as a result you need to cover walls being on both sides of the grid line. Put your pivot at a corner, set the grid to a single wall component size, make some…
You mean this? If you right click on the Move/Rotate/Scale tool, this window will pop up and you can input exact values. It also changes automatically from World to Local/View/Workingpivot/etc depending on your pivot type :)
Version 2.1 is up with parabolic noise, randomizing uvs, enhanced replacement, improved pivot management, looping, two major bug fix about same attr and rotation, minor speed improvements, minor gui changes and other minor updates.
I don't think there is as much emphasis on working on the grid in Unity, you definitely can though. I don't usually worry about it. I usually just make sure that the pivot for the modular pieces is in a smart place and use vertex snapping.
The details are looking great. The only thing that is glaring to me is that the reference's pivot point is about in the center of the two bays of guns. You have yours attached directly at the top bay. There are other small details but what you have going is sexy.
tn for fast gaming monitor and as a fan of all things stereo: active shutter 3d surround... IPS for color accuracy... QHD on 3 27 inch displays for dense pixel resolution detail at desktop distances :s Till now???? from New Egg:…
http://www.funkybunnies3d.com/tools.php try FB subobject pivot. Also, you can define any object as referential in the "reference coordinate system" with the pick option. For instance, you can create a grid object on a face with auto-grid on, and use this grid as a new referential.
Are you familiar with Unity scripting? You can use transform.LookAt on both cylinders. As long as the pivots are in the right spot it'll just work. Also, it's for an internship ask if scripting is okay to handle this issue. If this a common type of asset for them they may already have a solution.
Putting aside the fact that his concept as a whole isn't entirely well thought out, You might be talking about pins and stuff which hammers/triggers/sears/retarders pivot upon, but as far as i can see this guy just put a screw there.