The rendering isn't the problem, although it could use a lot of work, what bothers me is nothing really makes sense. You have a 30 second intro of somebody looking around a room, then 30 seconds of her falling, then 45 seconds of her fighting a mounted turret. If you are doing a small animated short you should have a clear…
The term's been around for a a long time to give a physical sense to orientation, I guess. Basically make a finger gun with both hands so your thumb represents whichever up axis, and the index finger is X. It basically represents the axis widget but you look dumb waving your hands around.
This is what I have so far for my add-on... It's far from perfect, but it sort of does what I want. The target weld toggle works provided it's not in an add on... It seems I have the wrong context, Any help would be great. Thanks. The code is also messy and the formatting is way off. Ideally for the rotate tools you launch…
...That is probably what happened, I was using maya and did duplicate special with -1 on x-axis ( I think) And thanks! :) I thought I'd try and go with the view that everyone besides Beauty sees in the Beast, so evil and scary is perfect.
* Select all the uvs down the middle axis of whichever shell, then align the uvs left or right (once they are straight). * Then use the unfold command and set the unfold constraints to vertical, so it sorts out any stretching issues on those UVs. * Then select the other verts of that shell and do another unfold but this…
not 100% sure since you didnt post your UVs, but i might have come across this issue in the past. the solution i've found(there might be others out there) was to not rotate the uv shells after i cut the seam and if possible also straighten the seam on the U or V axis. preferably snap to a pixel edge as well, but that might…
I'm nor sure how, but I think you rotated everything in your scene including the grid. If you look at the bottom left of your viewport your axis markers are still straight.
Indeed, i imagine so, but I'm not trying to completely get rid of it. I'd implement it in a way that would let me toggle the auto perspective change so I don't have to worry about cases where I need normal orthographic camera. thanks for the effort, appreciate it. I ran the script and it seems to work ok in terms of…
Offset filter offsets the texture, doesn't tile the texure. I am referring to tiling a texture like 17 times in both X and Y axis. In otherwords, repeat the texture. This way, you can spot certain details, that immediately give the tiling a repeated look. Texture frank would have been cool for this as tiling the texture…