I wish it was that simple, but that's for aligning objects. I can actually alignt vertices in a spline with other objects or even with itself but it doesn't allow for vertex vs vertex alignment.
Man this stuff is blowing my mind. Is there any tutorials on this stuff to show the best ways to make objects? Like what tools should be used to make these objects in maya?
Perhaps you used Display>Object Display>Bounding Box? This is done on object selections. Or maybe via the layer attributes? Level of Detail has a dropdown for Full/BBox
@pior So based on these link and a little research "object transformations" in this case is setting the object back to default of when it was first created? Is that what I'm getting from these links?
on the objects go into their object properties (f4) and make sure override lightmap resolution is not ticked and the number is not set to 0 otherwise its still forcing it to use vertex lighting.
Hallo, when I use the "Align - Spacing Tool", sometimes my objects rotate around the spline and sometimes they don´t. How can I avoid the rotation ? on the left the objects rotate around the axis of the spline, on the right it is like it should be:
Could someone please give me a pointer at how to cut the *pink* object into the *orange* object which will then be bevelled backwards. I can't think of a way to cut it in :( I have not really modelled much organic style stuff, need to practice. It should look like this:
hey folks, is there a quick and painless method for setting the pivot of any object to it's lowest z value? I have to export a ton of objects where the bottom of the mesh must be at Z=0 and there's got to be a quicker way of doing it rather than by hand.
Is it possible to render a scene with different textures. The textures are prenamed jpg files, the rendered images should have the same name as the texture files. I have some scene setup with an object in it, the product. There are hundreds of labels (textures) that should fit the object. Anyone?