All right , that sounds great! I'm looking forward to this update:) There is just one abnormal behavior I've found: For some reason the script doesn't work right when the LOW_ is linked to its corresponding HIGH_ and the opposite too(HIGH_ is linked to the LOW_). However, it works great when you have one LOW_ object with…
I started with 3D Studio DOS (must have been 14 or 15 or so), then moved to Cinema 4D because Max was inconsistent as hell. The very first things I created were much simpler than poly models - mostly lofts and lathes and objects build from a combination of shapes. Later I did some poly modeling. I think the whole UVing…
You can create planes between two splines using the cross section tool, then apply a surface modifier. Quickie tutorial: Create a spline line. In the spline menu, click "create line" and draw out another spline next to your first. Activate the cross section tool, click on the first spline and then the second. Apply the…
Didn't look at the file, but could look into using curves with thickness, the skin modifier on edges or the solidify modifier to give thickness to planar geometry. What should the end result look like?
Hey. I tried to look for an answer but no luck. I imagine that's something that has been discussed. So my main problem is baking straps/belts. I would like to use efficient custom low poly meshes to bake to but making those is a bit of a pain and I think that's the process that can be improved upon. I'm testing this…
It's been ages since I updated this. After Christmas I got around to finally finishing the instrument panels, which are barely visible in the last render. for the last few weeks I've been trying different techniques to quickly make messy/random hoses and wires. I got some nice workflows down, I think I'll share a video…
I got you :) This is a bit of a hack, but it does work. Here's the quick breakdown: I'm creating a dummy locator, and then connecting my objects to that locator via a parentConstraint. You can then move the locator and the objects follow. I've written you code for the connecting process and the removal of the constraints.…
Hey, yes, sorry, I thought I posted this in the Blender forum. I don't know how my message got here. And I see no way of removing it. I'm modeling in Blender. WeightedNormal is a modifier and Harden Normals are found inside the settings of the bevel modifier. You can't use both at the same time.
Of course you could add support loops to the edges to control skewing. Assuming the shading between modified and original is consistent, could even apply textures to original. Adding support loops to an instance of the mesh using something Blenders Bevel Modifier would keep both in sync.
Most of his problems are self enduced by using unfold and not understanding the weight solver value (it corrects that weird perspective issue he complains about), its covered in the Maya help files, if he ever bothered to check... Always check the help files before ranting... heh. Unfold in max is crap too, that's why no…