Regular pathdeform just deforms your object to be the shape of the path wherever it is. Like aniceto pointed out the World Space Modifier allows you to move the object around in world space to the actual path. Use the vanilla form if your object is already placed and just needs a new shape, use WSM if you need to move your…
Was this object a smart object? Or was it a standard path in Photoshop? If it was a smart object, NDO currently doesn't handle them. They'll need to be rasterized before they can be worked with. Paths should function with no issue, additionally. If you could possibly show me a short video of the object and the workflow to…
You could do a simple raycast between the camera and the player and compare the results. If the hit object from the raycast ISNT the player, then fade out the hit object (i.e the building blocking the player). Then you'd store this hit object in a temporary variable so that when the raycast IS hitting the player again, you…
Alright. Updated to v1.3.0 with changes: -fixed export naming issue adding additional ".fbx" on export. -fixed ability to move object(s) to origin. Upcoming bug fixes: a. automatically move pivot point of collision meshes tied to object to objects pivot point location before export. right now you must manually set the…
Not sure what your asking.. are you asking how to duplicate a vertex or an object? If its an object and you have a vertex selected. you can get the object name with `ls -hl`. also a better board might be on CGTalk. on the Mel thread.
Seperating the elements into new Objects? I have two tools in my toolbar, one will take your selection and make them all into 1 EditablePoly Mesh, and another Element to Object, will break the elements into their own named objects with their pivots centered.
Having some trouble with the blade of the axe. Should I try to attach the higher poly blade end to the mesh or just keep it a separate object and combine it all once I am done? I plan on having this object as a game object.
You can also use the 3D cursor to reposition the origin of an object. So you could for example, select a vert, snap the 3D cursor to it, then go to object mode and select a different object, then snap it's origin to the cursor. Very useful at times.
yer right they are scaling to each of their objects center. Which would be fine if u had a script that adjusted objects' pivot to component selection. ( and optimally reset pivot after such edit ) need one? ( an object pivot to component selection scale context ):)
You can use any shape as a profile for your curves: Couldn't find a screenshot from 2.8 quickly but you'll find it in the same place in there. These bevel objects can only be assigned to entire curve objects, not individual curves within an object.