Hi guys, I put together a fast script that should do the trick, it should be like the migNormalTools "Fillet Outside". The script works on Editable Poly Objects only, and it must be the active object in the stack. If not present, the script adds an Edit Normals Modifier right above the base object. Just go into Face…
hi sama, here's what I would do: 1. create a dummy object you want to use as your light icon 2. create your light, and assign a point constraint to it from the object (select object, then light)- you might also want an orient constraint for rotation 3. go to the viewport menu 'show' and uncheck lights now you should be…
If the seam isn't on center, flatten then enter zero in the x axis of the numeric edit panel (if it isn't already). If the object isn't on center, use manipulator edit mode ('m') and the numeric panel to center and reorient the object first, then make sure the seam is also centered. I'll do this usually if I was editing an…
This beta can actually load object-space maps in the mixer. So you can add details (tangent-space or greyscale) to an object-space map. But the preview doesn't support object-space, so it'll be useless. Likewise the spec / occlusion / displacement tabs will be useless. But if you only want to mix details onto an existing…
Note for people using the Max version of Verse - I dunno how other apps handle it, but with the Max plugin, every time someone modifies an object in the scene, it gets converted to a "verse object" (essentially a different editable mesh), so you have to convert it back to EMesh to continue working on it. This means it's…
1) You can do it either way, but there is another option. 3dsmax does let you apply unwrapUVW to a selection of objects and it lets you operate on all of them as if they where a single object, but they aren't. It applies an "instance" of unwrapUVW to each one. However it does have some issues with some of the tools. Relax…
Hey man, that's a good starting point, but I've recently discovered something myself that might help you on your rendering. Your rendering is very contrasty, using the entire value range on light objects, and almost all of the range on dark objects. But it's rarely this way, you only see that kind of lighting in a very…
i think I've tried that one and I couldn't get it to behave correctly sometimes because of the way it looks up rotation. Give that shot first, though. if not, I tested my quick script on constrained hierarchical things with animation I didn't add a gui though, so it just fully aligns to rotation and position. So hopefully…
Hi guys, I am new here (as you can see, this is my first post), and I decided to come here with my proposition versus anywhere else (mostly because I didn't know where else to go ) . I am making a fan-made Tomb Raider game using the old Tomb Raider engine they released with the fifth TR game, but I am new to the process,…
I've been trying to push myself into learning some of Maya's more advanced features recently, and I'm kinda stuck on the subject of rigging. More specifically, the adding of additional controls to the rig, and getting those controls to all play nicely with each other. It seems inevitable that, no matter what I try to set…