Im am currently working on a project for school, in which i am modelling the interior of the Ghostbusters firehouse, complete with Ecto-1 I am having a bit of trouble finding alot of good turn around views of Ecto-1. I have a couple, but i feel i need more so i am asking every polycounter for help! if you have any good…
Hey, I've been struggling with this for the last two days. I am trying to create a game with mel script, not by choice but for a project. The last piece that I need to make this possible is to attach transformation controls to a sphere that has a gravity dynamic (g.d.) on it. However, I think because the sphere has the…
I just scale everything up when I export. Not manually, but though one of the options in the export dialogue. In Blender, the scale is 1 UU = 1 Blender unit, and 16 UU = ~1 foot. So in Blender I model as if 1 Blender unit = 1 foot, and just set the 'Scale' parameter in the export dialogue to 16.
Try using this mel script. To use it select the branch followed by the trunk, then run the script. You'll want to have the pivot point of the branch set at its base. geometryConstraint -weight 1;normalConstraint -weight 1 -aimVector 0 1 0 -upVector 0 1 0 -worldUpType "vector" -worldUpVector 0 1 0;
DDO is using tileable textures - as a result, this gives you a few options to work around seams on cylindrical objects: 1) You'll need to adjust your UVs for tiling, which means the UVs need to stretch to meet 0-1 borders. This will eliminate the seam at the cost of introducing stretching. 2) You can use a color paint…
Here are some of my favorite Maya hotkeys. Most stuff is crammed around QWER so I don't have to move my hand very far, very often: * Alt + D : Delete history (on selected object only) * Shift + Q : Toggle Wireframe on Shaded * Ctrl + Q : Toggle Selection Highlighting * Alt + Q : Delete most recent construction history…
At Position = 0, Level in Low = 1 / Level in High = 1 At Position = 0.5, Level in Low = 0 / Level in High = 1 At Position = 1, Level in Low = 0 / Level in High = 0 The nice thing about the histogram scan is that you get a full black image at 0 and a full white image at 1, very usefull for blending.
That's HLSL right? My only experience is with GLSL but I'm guessing multiplying the ambient of 1 1 1 1 with 0.1 makes 0.1 0.1 0.1 0.1 - a very low alpha value. I'm not sure how you'd do it under HLSL cleanly but set the alpha component to 1 or remove the intensity multiplier and see what happens.