Not sure I'm following. You're local rotation axises are not aligned with your object the way you want it? If so, try rotating and positioning your object the way you want it to be aligned in reference to they parent (world?) coordinate system, never mind the local rotation axises at this point. When your happy with your…
bringing this one back from the dead with a question. I recently switched to Windows 7 and max 2010 64bit, when applying this shader to more than 10 objects it immediately crashes. At first I was applying it to the entire selection of objects, so it would just crash immediately. Then I tried applying it to one object at a…
Keep in mind it's fuzzy math and not a precise calculation that needs to be perfectly nailed, getting close enough is fan-tastic. Another way to think about texel density is in unique surface area, that you need to cover an object. Like wrapping a present, how much wrapping paper do you need to cover an object. Come up…
Thanks guys for all the responses, I appreciate it. As for the over detailing in some areas, I do see how it is/can be a problem. Earlier I did scrap a few objects and redid the floor because I it was drawing too much attention to itself. I tried to add as much detail to any object to bring it to life and made itself…
There is a few things to check first. Be sure object is smooth shaded and auto-smooth check box is checked in. Guess it's all set already based on your screens. The next thing is Blender with most of it's transfer ways looks like borrowing normals from source object face normals, not vertex ones. Bet it's basically regular…
You need to collect obj, and not o :) objarr = for obj in objects where obj.material == meditMaterials[medit.getActiveMtlSlot()] collect obj If you already give the mat to the function tho, i'm not sure why you put it in the medit. If you just want to get objects that have the currently selected mat in the medit, you just…
It would be up to the exporter. I still need to write the docs on this, but the object has the transforms stored along with an ID map to the original object. As of today this works in the Wall Worm VMF/MAP exporter. But it can be adapted to any engine exporter. As soon as I write the docs for this, any developer writing…
yup. make the hyper nurbs a parent of your poly object. Parent objects (modifiers) apply their modifications down to all their children. Many deformers and other modeling tools in C4D operate by that principle. Just make a new deformer and drop all the objects required onto them to turn them into children. For polygons…
Just bind this to a hotkey and you're done : string $Objects[] = `ls -sl -fl`; // Store current selection for ($Obj in $Objects) { // Start a loop that will go through each object in your selection list select -r $Obj; // Select the first object in the loop polyColorPerVertex -rem ; // Remove any vertex color data on the…
Im finished with the animations, i wrote the int files, and the model works in unrealed, but it wont appear in the player selection. I checked everything 3 zillion times already, but lets see again: textures/GlunthSkins.utx check.. Gunt.u check.. gunt.int: [Public]…