You will need to change the StaticMeshActor into an InterpActor by right-clicking it and selecting 'Replace With...' (I think). You can then change it's Physics to 'PHYS_Rotating' in the object properties (select the object and press F4) and set a value in its 'Rotation Rate'. Hourences has a good explanation of animating…
What I do to redistribute polygons more evenly is to use the "Reduce Selected" button, using smoothing and whatnot you can also add more polies to different areas. When I need things to be more even I just "Reduce Selected" and continue working.
A bit late to this but you can. Select the patch you want to copy, then: Patches> Mirror > then select which side you want to mirror from (Left to Right, Right to Left, etc.). Of course your UVs need to be symmetrical for this to work properly. I've been using this at work.
another option: select All verts, and reset its weights to 1.0 select All edges, and reset its weights to 1.0 and crease to 0.0 (Editable_Poly) there are some cases where max modifies them automatically. don't know why or when, you just notice the problem..
After selecting your mesh, in the maya polygons toolbar go to the mesh tab and then click smooth. If you want to see a preview of the smoothed mesh before actually smoothing, select your mesh then press "3". Press "1" to go back to the normal mesh after previewing.
play with gardients nd you will get something like this tile it multible times and make it radial (there are more ways to achive that) i made a sphre i max and stretched it to a radialmapped plane and so on on the second pic i selected the center vert and turned soft selection on and rotated it
The FF12 system was real-time and still had the little pointers to select targets. Of course they also had the scripting system so you only had to select targets etc if you wanted to do something specific. I liked the 12 battle system. :( Frank the Avenger
Yeah most likely dx9 shader... If you want to render all you have to do is apply a material and add it as a bump map, select normal bump when it asks for material type and select your texture... Then set up diffuse/spec maps/etc maps
Hello, when i apply bullet rigid set to my selection, when i apply a change on the Bullet Rigid Set Initial State in the Attribute editor, it doesn't apply on my selection i made with the bullet rigid set. Do you know any tutorial that learns how to use Bullet Rigid Set and Relationship editor?
I've noticed that the boolean modifier has been changed since 2016. Is it correct that in order to ie. carve out a cylinder from a box in 2017, we have to select the box now first and then add the cylinder after and select subtract? I realize that i can drag the order around, but it just seem weird compared to 2016.