Sweet going to need that one too. Here's another one Toggle between wireframe and shaded: string $selectedPanel = `getPanel -wf`;string $wireframeState = `modelEditor -q -displayAppearance $selectedPanel`;if(`modelEditor -ex $selectedPanel`){ if($wireframeState == "wireframe") { modelEditor -edit -displayAppearance…
So your question is how to modify primitives in Blender? After selecting a mesh go into edit mode (tab), select the type of component you'd like to edit (ctrl+tab), and then on the left side under mesh tools you'll see most of what you'll probably want to use. More tools can be found in Specials menu (W).
So apparently the rerelease is set for 8/27. They have also detailed the pre-order bonus as well as collector edition details. I don't want to jump on any hype train but DAT COLLECTORS EDITION! http://blog.us.playstation.com/2013/05/23/final-fantasy-xiv-a-realm-reborn-on-ps3-827-pre-order-collectors-ed-details/
So @ironbelly it seems the trick is to use the Sketchfab icon to embed your model....but then DON'T go back and edit your post. model Editing a post with an embed seems to break it and it no longer works. We've let Polycount know so hope to have it fixed (for real) soon! For now, you can embed in NEW POSTS. Cheers, -the…
I used to make custom skins back in the day, and IIRC to get custom or edited models to work, you would have to use some 3rd-party tools to extract and re-import skins. Also, you would need to use the same default skeleton and rig your edited or custom model if you want it to animate correctly.
so apparently they gave me the wrong reservation at gamestop. i went to put in my pre-order code and it told me i had the standard edition. unless its just an error, because i remember the guy saying it was $150 (i only put down $25). has anyone else run into that if they ordered the bonus or limited edition?
Sounds like you're using max (smoothing groups). Yeah, you can - it should be easy to do and work regardless of whether you're editing an edit poly/mesh lower in your stack or if you're adding a new modifier. Could you describe the process you're following when it breaks? What does your modifier stack look like?
Need to tell us which software you're using. Looks like 3ds Max? Editable Poly has built-in rules about not allowing certain topologies. You can't weld a backface to a front face for example. Editable Mesh allows this, but it has many limitations. You could simply snap them together, if you need the backfaces to be there.
Very good question. I'd find this useful too, with a polygon budget of around 2000 per frame at 60 fps. Max seems excellent, though one annoying thing is the polycount switching between quad and triangle count whether or not you're in edit mesh/edit poly etc. I'd like it if you could stick to only triangle count.
Which 3d editing software are you using? You should be able to edit the vertex normals along those seams. The vertex normals are creating shading seams, because the default behavior is to average the vertex normals across nearby geometry. You want to force the normals to match the neighboring body part instead.…