Ya now that you point it out the bricks don't really make sense for a wall it would be more of a brick like texture. I see what I can do about the moss on the XY Floor. Thanks for the critique Lucas!
http://www.polycount.com/forum/showthread.php?t=117759 Click this link and change "move" with "scale" : ) - Subtool master/scale in deformation tab/subtool master again or - use deformation tab/scale with XY with each subtool edit: what cryrid said... ^^
added at the counter... welcome to those moments "Hey I have 1 dollar here and item XY costs just 1 dollar!" just to find out at the counter that you have to cough up some small change for the sales tax :/
Griffnix: Hold down CTRL and click/drag on an axis to move in the perpendicular plane of that axis (tad weird but you'll get used to it) ... so for example if you want to move in XY plane, you'd CTRL-click and drag on the gizmo's Z axis.
Thanks for the breakdown, so you solved it with an XY controller and (let's say) 4 correctives: up, down, left and right, with center as the base shape. Do you have any clips of the fixed eye in action? Flat eyes are a common problem.
I’m trying to visualize what a -1,1 normalized image should look like in RGB. Ignoring the blue channel, since this anisotropy texture is XY vectors only. We can’t represent negative red values in 8bit RGB. So what would the result look like?
I am trying to make an texture scroll with it's uv's along with a controller. Like Texture UV == Controllers XY. I have tried to reach this by creating an expression but I can't find anywhere which command to use for UV movement. Are there any other methods I could use for reaching this goal.
heyho, does somewhere a tool exist which allows to check a maxscript code for compatibility around all different max versions? Something that can crawl through the code to tell me whats the oldest version of max that allows to run this script? I'm missing something like the "save as - for flash version xy" functionality…
Okay this is probably something simple but I cannot figure it out. I'm animating with Biped and when I key a bone it creates keys on all the axes, xy and z, even if I've only moved it along one. How can I separate the axes so they don't all have to share the same keys? Thanks!
^^^^yea I don't use a script for this, but that looks like a good option. In Max though, make sure you have your snaps toolbar visible. that option at the end XY is the snap by axis / align thing I love in Maya. It's not as nice as Maya's way of doing it but it's there.