This may be a very simple question, but I'm using 3DSMAX and want to create a circular array, several rows deep and with each object in each successivelyrow evenly spaced. I can create a circular array several rows deep (see image), but with each row the gap between the objects gets larger. I want this gap to be the same…
This works for me and prints the name out of the object correctly. --//UNREGISTER THE CALLBACK
callbackItem = undefined
gc light:true --//FUNCTION TO PRINT THE OBJECT NAME
fn CallbackFn1 ev nd =
( for n in nd do ( obj = (GetAnimByHandle n) format "Object: %\n" obj.name )
) --//REGISTER THE CALLBACK
callbackItem =…
You can inspect the scale of an object with the scale property, for instance: for o in selection do ( will print the scale of the selected objects. You can reset the scale of the selected objects the same way: for o in selection do ( o.scale = [1, 1, 1] )
Heya! Great work so far! I really like the concept too. In terms of adhering to it, I see some differences in proportions, but I actually prefer your rendition for 3D. The super skinny legs and small helmet / head are more stylized in the concept art, whereas yours feels more grounded in reality. On the modelling side,…
By increasing the material's glow past the limit, the bloom is "activated" by it sooner, making other bright things in the scene less bright by comparison. So those other objects shouldn't glow anymore. Set the object's glow really high, past the limit, then play around with those bloom settings again.
That's sorting and a common problem. One way to deal with it is to make a copy of your material and change the copy's render queue to something higher, for example 3100. Assign the copy to the front object and the original to the back object (higher render queue in front of lower render queue). If your camera is spinning…
I'm not sure I'm clear on what you want, but I do remember that function in Max as a way to change the rotational axis for an object. I don't think Maya has anything like that exactly (I've wanted it on multiple occasions), but if you set your object to the orientation you want, hitting Freeze Transformations will shift…
Yeah the $thisChannel is a variable that is declared in a for in loop and basically loops through an array (in our case the objects selected so we can locked multiple attributes across multiple objects and the selected channels) assigning each index of the array to $thisChannel. Its basically a simpler version of the…
You can modify the cage object to suit your needs and it won't affect the texturing on your object so moving around edge loops, faces, verts, etc. should be ok. BTW, if you are using Maya's bonus tools there's a script called preserve uv's that will allow you to do simple edits to your object while it keeps the uv's in…
An update on progress. It's been a little while, but work and life happens so finally had some time this week. I have been working on a few things since the last post. 1) Checking my blockout models for consistent UV scale for mip mapping 2) Testing the vertex paint shader and adding some test materials to the scene 1) I…