Hey, I placed the books in about 8 different bunches at first, rotated the instances here and there, but for the best results I had to go in and do them manually. It wasn't that time consuming (switched back and forth between world and local axis a lot and used the snaps). The papers were just simple decals i moved around…
pretty cool model! to mirror... select model in maya's view port and shift right click... mirror polygon (select the axis you want to mirror on and +/- value. (the UVs will mirror for you). Do not change any geo or UVs. Adding a proper Light map UV set... after mirroring your stuff ^^^^ right click your model... UV set…
the rim spokes are paper thin as the friend previously said, and the offset of the wheel (the point in the vertical axis of the wheel where it bolts to the hub) is too far out. in simpler words, the center of the wheel needs to go deep inside. like 5 inches deeper. also i believe the sideskirts are too thick in the higher…
Yep what polyhertz said will help, but it will start to create problems with the characters ass collapsing. Something always has to give, or a heavier solution needs to be put in place. Depending on the project you might be able to do a joint angle deformer, its inside of the skin modifier, it lets you create a morph…
Have you tried the various pivot and axis modes to see if anything helps there? also, If you have any scripts that mess with the Working Pivot they could be doing something too.
Nice idea for a thread I generally like to customize my hotkeys to keep them same as my gaming key layout (awsd) 1-4 to switch between the playback options a-previous frame (Also stops playback & Loops through the timerange without adding additional 'undo' reiterations. Which is what the satewithoutflush is used…
Wings3D is the program I started in, its great. I just want something that I can use my tablet with, that handles more polys and has a widget that can align things off axis.
Ah so it would be easy somehow. Thanks. The one and only thing I need is, how would I be able to make a screen space shader that shows a texture 2D in the same screen position as the 3d mesh is in world space position (obviously I'm talking about X and Y axis). Thanks for the fast replies. EDIT: I found Unity's default…