The transform component tool is a nice alternate that works, but after reset, any face I select with the transform or rotate tool, the pivot still stays in the same place of the mesh. Is it suppose to be like that on default? I just find it kinda strange because when i click a face with the move tool, pivot is centered on…
Symmetry for vector is possible, but we have a lot of things we want to do coming year, so if you could make a wishbug at bugs.kde.org under the product Krita, that'd be great. What you could do in the meantime is make a clone layer of the vector layer and add a transform mask to that. Transform is sadly not possible…
Just want to point out (to Richard Kain), that not all Michael Bay films have sucked... If anything largely just the "spectacle" films like transformers have sucked. The actual story driven films like The Rock (which people seem to forget he made), or The Island are pretty good! So maybe the problem with the transformers…
you could have separate mapping to fake wheel rotation by transforming/rotating the uv's on the diffuse and normal then you can have the "static" AO map (on different map channel) on the wheels without the obvious ambient shading going around and around.
1. pass 'tile_base' into crop node 2. set input size 3. use transform transform 2d to stretch / offset to fit square; or manually crop greyscale pattern in 2d view 4. apply histogram scan to original shape to generate tiling mask 5. blend tile sampler output with tiling mask 6. adjust tile sampler x / y tile amount for…
ok, if I understand correctly.. you can expose the parameter in one safe transform node, then duplicate that node for each input map. they will all use the same parameter for the tiling. so if we take your example, you'll have; 1 tiling parameter for all inputs for brick material, and 1 tiling for dirt material. I'd just…
1) More than likely your path deform is misbehaving because the object has a dirty transform history. You can reset that on the hierarchy tab, by clicking reset transform and scale. 2) The objects local pivot is in a wonky position and oriented in a weird way. 3) You are using PathDefom when you should be using the…
As mentioned Blender is a different modeling paradigm than Max. Shift+dragging an open border and using transform gizmos is my preferred method in Max over extruding/insetting faces(I also use a script to cycle transform gizmos with spacebar like UE4), but in Blender the quickest way to do this(your example) is:…
This sort of thing makes the rigger in me shiver.. If it needs to deform in engine, I'd use a blendshape/morph or make a cunning rig from a few bones. If it doesn't, reset the transforms before you export it. I'm not sure what unreal can do WRT non uniform scaling in engine but I'd usually avoid any sort of wonky…
It took a while to make it work. I used the tool found in Simons blog post. That tool only gave me a tessellated plane though, without functioning vertex colors. I imported that plane into Maya, and applied the texture as vertex colors in Maya. To turn my plane into a sphere, I used Mayas transform attributes tool to…