Thanks guys for all the responses, I appreciate it. As for the over detailing in some areas, I do see how it is/can be a problem. Earlier I did scrap a few objects and redid the floor because I it was drawing too much attention to itself. I tried to add as much detail to any object to bring it to life and made itself…
You need to collect obj, and not o :) objarr = for obj in objects where obj.material == meditMaterials[medit.getActiveMtlSlot()] collect obj If you already give the mat to the function tho, i'm not sure why you put it in the medit. If you just want to get objects that have the currently selected mat in the medit, you just…
It would be up to the exporter. I still need to write the docs on this, but the object has the transforms stored along with an ID map to the original object. As of today this works in the Wall Worm VMF/MAP exporter. But it can be adapted to any engine exporter. As soon as I write the docs for this, any developer writing…
yup. make the hyper nurbs a parent of your poly object. Parent objects (modifiers) apply their modifications down to all their children. Many deformers and other modeling tools in C4D operate by that principle. Just make a new deformer and drop all the objects required onto them to turn them into children. For polygons…
Just bind this to a hotkey and you're done : string $Objects[] = `ls -sl -fl`; // Store current selection for ($Obj in $Objects) { // Start a loop that will go through each object in your selection list select -r $Obj; // Select the first object in the loop polyColorPerVertex -rem ; // Remove any vertex color data on the…
There is a few things to check first. Be sure object is smooth shaded and auto-smooth check box is checked in. Guess it's all set already based on your screens. The next thing is Blender with most of it's transfer ways looks like borrowing normals from source object face normals, not vertex ones. Bet it's basically regular…
Im finished with the animations, i wrote the int files, and the model works in unrealed, but it wont appear in the player selection. I checked everything 3 zillion times already, but lets see again: textures/GlunthSkins.utx check.. Gunt.u check.. gunt.int: [Public]…
Hey guys, I have a question. Is it possible to render two separate objects together, while one has lens settings changed and another doesn't? In particular, I want only one object to have depth of field (since I am trying to achieve a glowy effect only for that one), while the surrounding objects would stay intact of that…
Yea I agree scripting it would be a good way to go if you know what you're doing. If the huts are instances or clones, you could use the object paint tools. Load them up in the library and click/paint them into place. If they're all individual that probably won't work that well... There was a plug-in called "Glue-it" I…
Because Object Position isn't surface direction. :) Even if you did use object world position you'll get a single 3 vector representing the centerpoint of the object. Even if you were to normalize that vector to get a valid range for a cubemap lookup, you'd get a single color. Now if you want an object that changes color…