A few things I regularly do in Blender but never figured out how to do in Modo Indie. Maybe someone could correct me if I am wrong 1. Face weighted (rotated) normals . There is just a button in Blender and in Modo I heard it's a 3d party script not working in Indie 2. Normal Theft , or attribute transfer . UV transfer etc.…
SimThemePark. That one's the 3D one. I didn't enjoy Theme Park much, though Theme Hospital is good Bullfrog games tend to have no throttling I can't believe Transport Tycoon isn't mentioned yet. That one's relaxing and is focused on competitive transport of supplies. It also has fun multiplayer as well. You can buy a copy…
After freezing the transformations, regardless if the orientation axis is local or world; the object doesn't rotate with the manipulator centered to the object, rather it's angled, obviously causing the object not to rotate aligned ?
hello, i am searching for a thread. i think it was on this forum. somebody showed a male to beast transformation... same base mesh with different displacement maps... kinda important
Tangents are vectors in object space that are usually perpendicular to the normals. Binormals (which are also sometimes called bitangents) are usually perpendicular to both the tangents and the normals. In all common tangent spaces used today, tangent vectors correspond to pointing to the right on your UV map in 2D space.…
Why not both? I'd recommend most animation to be done as in-place. Calculating offsets with baked-in motion of the root gets really complex. If you need a lurch animation with in-place, you could calculate the animation offset of the new ground position and reverse-transform to get the new root position for the next…