You can just select vertices you want to move and then use (in Edit Mesh menu) the Transform tool. This creates also a history node which you can find in Attribute Editor after applied where you can imput Local Translate values you need.
Thanks for the advice. I can definitely put some different views up here tomorrow. Also I figured out that my local symmetry wasn't turned on so it got a little off there. Im not sure how to make them completely symmetrical on both sides again.
I just got the GTX 250. I know this card isn't all that great, but all you Starcraft players bought all the cards from the local stores so I was desperate and got this. It''s okay so far. Slightly better than my 9800 GT.
Also, in Max you can make planar to specific axis: x/y/z Or select the verts/edges/faces and scale until flat. In Zbrush you can also scale until flat with the transpose line or transpose move along the local normal and use the clipping brush.
When considering a laptop with a TN panel, my best advice is to try to find one locally to try out, see how the colors are, see how the viewing angles are in person etc. If it has an IPS screen you can pretty much assume its going to be a quality screen.
Glad you got it to work! Sadly there is no option inside of Cascade for ignoring rotations when attaching. Activating local space on an emitter will follow both. It'd be nice if you can use each exclusively from one another, but we'll see if Epic ever implements something like that.
1 mug of the office swill first thing in the morning and usually in the afternoon around 3pm a few of us will make a coffee run to one of the local shops for the good stuff. I drink it black, no sugar, the way the gods intended. I miss my Tim Hortons something fierce. =\
Try assigning a hotkey to ConnectOptions. Seem to be two in the show all commands list and it's the first one. It comes by default and is doing this: MacroScript ConnectEdgesOptions category: ~CONNECTEDGESOPTIONS_CATEGORY~ internalCategory:"Ribbon - Modeling" tooltip: ~CONNECTEDGESOPTIONS_TOOLTIP~ ( On IsEnabled Return…
Local Transforms or L.Sym could fix that, or at least have an impact on how they're handled. You can also use Transforms: S.Pivot to set a new center for the tool (which you can clear after deforming). You can preview the current pivot point using Tools:Preview
Aha, I've been away again, but I've been working. Mostly on improving concept art, but I have another model I've been working on. I've also been working on an RPG with a few local IGDA members. More to come on that as I get past super sketches.