This video might help with the mesh attract? You didn't say why or how you didn't succeed. Another method you could try is to animate locators along your curve as a motion path. Then use a transform constraint to bind some vertices of your sheets to the locators. http://www.youtube.com/watch?v=M71KP64KJ9k
I'm finally able to get started now that semester is coming to a close. I thought I'd do a skin for my favorite champion Sejuani. Sej doesn't have any sleek futuristic skins for I thought I'd do a Super Galaxy. Going to make Bristle Robotic like Gnar on his transformation.
It sounds like it's not the same problem that the OP has. I haven't got PS in front of me but if I remember correctly, it happens when trying to do a different task before a previous action has totally finished (ie applying transformation). It's a loud 'ping' sound that I've had on XP+Vista/CS3+CS4.
Thanks for the reply! But you can't edit two layers at once, right? And if you put two objects in one layer they become one? I guess I am trying to figure out a way to have two separate objects that you can use the brush tool on at the same time, but the transform tool on separately.
The issue here is most likely a mismatch between your low and high poly mesh, they don't fully overlap you you end-up with empty bake in some area which are filled with gradient and give this look. Try to cleanup your meshes in your 3D app (reste xform/freeze transform, etc.)
No.3 is definitely possible. Reflection vector->transform tangent to world->dot product with a world space vector->clamp to 0.0 to 1.0->multiply by the colour you want->emissive. It's basically lighting. If you're talking about doing this in Max or something, just stick a light source to the right and bake a lightmap,…
without any more information, heres an easy way to get the coordinates back, create a locator or group and snap it to the foot controller pivot, parent the foot controller to the locator/group and freeze the transforms on the foot controller, then unparent it and it should now have the world coordinates. but what antweiler…
It's a player deployed bomb that creates a black hole. I had planned on creating a distort material and applying it to a player facing particle. The view will be top down, but rotatable. Can you go more into this World Transformed refraction? I tried to google it, but this thread popped up as number 1, and the other…
create a flat polygon in that angle like bridge 2 edges to create it create a box with auto align align your symmetry modfier to that box ideally you work flat and instance into place. or if you created it, rotate in place and use symmetry while keeping the transformation, reset xform will obviously kill your rotation