I'm trying to convert a script that I use for transferring UVs to use connect component to draw edges between selected verts. Current it draws a single line and then gives a weird error. Warning: Can't perform polyConnectComponents4 on selection Here's the current python script import maya.cmds as cm #grab all the selected…
Hello there 1. does 3DS max have a feature where if I push object A into object B, object A wont stab through object B? 2. Is there some sort of setting where if I push Object A into object B their geometry will be merged to make it as if object A was always apart of object B, for example if I manipulate an edge on object…
Blender basics, show how we can join objects and unjoin object with shortcut. I hope this helps. #blender #b3d #cgian Watch here, https://youtu.be/uw_sK-G3hc0
This script is requested here. What the script do: Select objects, Run script and pick an object in the scene. Selected objects will be moved in the Layer of picked object. Video demonstration Download.
I have two objects in my scene, a line called curve1 and a circle called nurbsCircle1. I want to attach one end of curve1 line to the nurbsCircle1 shape. So that when I move the circle, one end of curve1 will always move with the circle, with the other side of curve1 always staying put. Something like this example I have…
Probably going to need to lock the normals (not sure if that's even possible) or use an object/world space normal map. I don't see that workflow working very well in either case.
Performance wise, having 2 materials on one object is equivalent to have 2 "splitted" objects with 1 material. Usually i only use this for easier maintenance, as editing several objects in a 3d software could be a bit more of work if they're meant to be "welded" Unity can batch together objects with the same material…