ah ok cool. The tool i was talking about is referred to as proportional modeling in The gnomon DVD by Vitaly Bugerov (I think that's right...) but may in fact be something else in XSI itself- and yes, it's basically an interactive soft select. Thanks for the "B" info- I've avoided soft-select cos it didn't seem very…
Hello. I don't quite see the point why you would not just want to attach both meshes together and weld the vertices. This will combine the vertex normals and eliminate the visible seam. You can detach them later on by selecting the Polygons and hitting detach. But anyway, if you want to keep them as separate meshes you…
So, i didnt end up welding the scene into one mesh yet, (as simple as exporting and selecting all vertices and welding with a small threshold - no meshes have vertices close enough to weld to their own mesh vertices) I defaulted the high/mid/shadow tones back in the world settings and have enhanced the blue and orange…
So this is something that just drives me crazy. I think this should be very easy to toggle on and off. I would say that 90% of the time, I would like to work with only selecting visible polygons. It's only for the very beginnings of box modeling that I would like my box-selection to pick up on verts that are blocked/behind…
I'm trying to replicate this torus shape with "dents" in it and the problem is that I can't clone geo in radial array so it would stack poly to poly and maintain perfect round shape. I've tried two approaches. 1)Cut across two smaller dents. In this case I get perfect round shape with equal distance between dents if I weld…
I'm working on a script that moves vertices/knots of an editable spline, and I want to allow the user to undo the operation. I have used theHold successfully for a script that moves vertices on editable mesh/poly objects, but when I attempt to use it for splines using setKnotPoint, setInVec and setOutVec, it doesn't work.…
As for Leilei's request concerning mirroring, here's how I'd like to see it done: Mirror Geometry: this command will mirror an object over a world-coordinates axis. If the object overlaps the axis, the overlapping portion will be deleted and replaced by the mirror. All vertices within the merge tolerance along the axis…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Hi, So in my game I have a player going through doors. Each time a door is open, it spawns a new room on the other side and the camera adjusts itself to the new room. The problem is that these doors/rooms go in different angles and directions and the player orientation doesn't update. For example, going into a door on the…
All the tools you are looking for is there, I find myself looking for Modo's tools in Maya. Building upon Rabbid_Cheeze's answer, some good modeling hotkeys. Shift + X = Extrude Z = Edge Extend V = Spin Edge B = Bevel P = Make face (after selecting vertices, preferably counter clockwise) Ctrl + L = Connect Vertices F =…