I try to bevel specific edges and it ends up beveling the whole cube, I see I can bevel indavidual vertices which is handy but what about indavidual edges ? how can I do that if possible ?
Are you able to change the projectile launch position? If so, how do I do this? Is it like antimages effects vertices? Basically I have this concept and I want the first beam to fire out of the mouth or eyes:
- What's the easiest way in 3ds Max to get a similar result to Modo's Push Constraint tool?: http://www.luxology.com/video/view.aspx?id=64 - Does anyone know of a script to connect two vertices (on different polys) without using the cut tool?
This gun model has less than 1000 vertices. Comments and critics are welcome! Other images: http://www.youtube.com/watch?v=WEmJwLiDl18 If you want to download this model go here: http://www.turbosquid.com/FullPreview/Index.cfm/ID/1085586?referral=sviluppovideogiochiitalia
Normally I wouldn't start a thread this early, but some people asked for a break down of my grass. This material is the same for the terrain and the grass planes, the only differences are the opacity mask and the WorldPositionOffset for wind animation. For the grass plane you will need to set the vertex normal to vertical.
Hi, I'm rigging a character and trying to mirror the skinning from the left bones to the right bones. It's not working for the legs. What it ends up doing is binding the right vertices to the Left leg. If you look in the image, you'll see that the legs'envelopes are in red.
Hey, I have kind of a specific task. I have to remove any overlap/interpenetrating geometry from a fairly complex model. Is there any way in Maya to highlight which vertices sit inside of the volume of another piece of geometry?
Your textures are assigned to your UV map. Your UV map is locked to vertices on your mesh. When you scale faces, unless you check a certain box, your UV map will not be affected, because each corner of the face is assigned to a static coordinate in the 2D UV texture.
RNs explanation seems plausible to me although most blendshape implementations only store transforms for vertices that actually change afaik (hence them being layerable and much less memory heavy than full vertex animation
as poopipe said, you can do a LineTrace, but you might need to do more than one trace around your character, to get a better average normal. If you just shoot one LineTrace from pawn's origin, you'd be potentially dealing with an abrupt change in your pawn's vertical orientation as it moves around