Create a div container which has the shape and text inside and then use this code in your stylesheet to rotate the container. [html]div { -ms-transform: rotate(); /* IE 9 */ -webkit-transform: rotate(); /* Safari */ transform: rotate(); }[/html] For learning: http://www.w3schools.com/ https://www.codecademy.com/
Just a few sites with lots and lots of reference pictures of Go-Bots, Transformers (from G1 to today) and other transforming robots: http://www.tfu.info/ <-- Includes a guide to identify your Transformer or Go-Bot by color and alternate mode, as well as ID'ing micromasters, minicons, Nebulans (Targetmaster / Headmaster /…
I'm working on a robotic rig, where most of the parts can simply be parent constrained to the bones. I've decided that I'd like the hands to be smooth bound. It works fine til I put the bones group, geometry group, and the rig group all together into a main group and parent constrain that to a control curve. Then, when the…
Transformers is sooo yesterday guys, it's all about the Transmorphers! This is so gonna kick transformers butt! http://www.theasylum.cc:80/qttrailers/online_trailer-DO_NOT_ERASE.mov
Try to freeze only the scale transform. There's a bug in maya 2018 prior to 2018.4 that modify the direction of your transform on objects with non uniform scale.
It's not like a shader that transforms your object space normals with your Bone transform matrix is common practice however. Plus it's a bit heavy on performance.
Aside from how amazingly fucking awesome this looks. Any plans for it to transform? cause as sick as this looks and impressive the modeling is, transforming it would be godlike.
You can check Pixel Camera box in your material to allow Vertex and Transform to work, but inorder for that to work, you must have a Reflection Node connecting into your Transform. Either Mutiply/Add your Reflection to whatever is entering your Transform, or subtract reflection by itself and again, Multiply/Add to whatever…
that is what maya instances do. if you want to move them with one transform then group the instances under a transform node "ctrl+g" if you read the second link it explains that an instance is a just a pointer to the original object with a transform offset. they reduce memory, helps performance etc. the addition of a…
right click on move-transform tool - opens the "move transform type-in" window, switch to scale right click x axis spinner, switch back to move transform right click x axis spinner. rightclick always sets a zero value in the spinners, pretty handy.