Instancing is when you make a copy of the object, you have a selection window of what you want that copy to be. I forget of the top of my head but i know Instancing in 1 of the options you can select that when you make your "nuts/bolts" copies select instancing and call them clone1 2, 3, 4 ect and keep the original name…
Hello Zarakun, Thank you for the tips, I haven't 100% respected what you said, because I really only wanted to scale everything and not move a point or a row separately, but you gave me the ideas and the solutions to get the alignments I wanted ! that's how I did : - Select the Shell - (use automatic mapping to be sure to…
Nightshade UV Editor 2.0.1 has this feature. Select an edge or two UV's and run "Orient Edge". See my signature for the download link. If you still want to code this yourself then you need to calculate the arc tangent in degrees. You will get a result ranging between -90 and +90 degrees - which is the value that you need…
you can use a lattice to do this. In max they are called FDD modifiers. Another way is to draw a spline and then use the path deform modifier on it. This may work but cause a crap load of stretching. Select the faces were the maps is supposed to be, detach as clone to a new object. Make a copy of it by hitting shift click…
Per: Thanks for actually shedding some light on the "why ps is crap" arguments. So basically what you want is a scriptable interface for your paint program so it behaves exactly as you want it to. Also per: In CS (I don't have 2 yet) SHIFT+LeftCLICK will select a number of brushes in a row in the preset manager, as well as…
They streamlined the pelt process and in doing so stripped out the align step they had people doing in previous versions of max. It does an auto align that gets it mostly right if you have the seams in the right places. If you want to use pelt, scale the stretcher up about 4x bigger than what it defaults to and hope it…
you are not very skilled at asking questions, I'll give you that. so maybe you need a little bit more time to learn the tool? The way it works for me: - 1st button click and select your high poly (the one you want to snap on) - now create a new poly model (like a plane, then right click convert to editable poly) - 2nd…
Thanks! Great that you brought that up. I'll add something about that in the tutorial as well. In Max there's a utility called "Assign Vertex Colors", if you open that up you see you can goto your radiosity setup there. You run the radiosity bake and then press "Assign to selected" assuming you've got your mesh selected :)…
yeah ,- just to be clear this is roughly how the code works: 1.) generates a temp variable for the camera and the reference object 2.) loops through your selection (I just assume that you only selected those 2 objects) 3.) within the selection check which one is the camera and which is the other one. If it is the object…
I stick to Quaternion also, its what Biped was originally built on and what it seems to function best with. I run into a lot of problem when its set to Euler. Things like tangents resetting to default when saving/loading animation, what good are bezier handles if they reset? I leave "separate tracks" at the default…