its not possible to explain exactly what to do step by step but I can say with confidence that what you've described here should be possible to accomplish with typical means. That would be: - basic skin weighting techniques - all deformations driven by joints This will work no problem in unity without special measures.…
TrailArc.cs author: Nick Gronow (Stick) using UnityEngine;using System.Collections;public class TrailArc : MonoBehaviour { int savedIndex; int pointIndex; // Material - Particle Shader with "Tint Color" property public Material material; // Emit public bool emit { get { return Emit; } set { Emit = value; } } bool Emit =…
Ah no worries. I had it fixed now with my uni tutor. There were hanging vertices, just needed to select all vertices then merge them. Thank you for replying though!
Vertical mouse + inexpensive shelving to raise monitors to prevent hunching. Besides saving your wrist the vertical mouse middle mouse button is great and beats the pants off of using a scrollwheel.
I would probably just model the vertical supports (whatever you want to call them), and make the horizontal slats one long box that intersects through all the vertical pieces.
Is there a reason certain vertices won't weld in 3DS, I have two vertices that by all means should be able to weld, They are both part of the same object and everything, but won't, any advice?
Is there a way to select two vertices and then have all the vertices inbetween align? The way I've been doing it is to use Make Planar and then rotate but it's tedious and problematic.
How do you connect 2 vertices into an edge to create a face in 3ds max... why can't I simply select the vertices and click connect in edit poly. I mean isn't that logical, why is this program not logical
Did you take into account that zbrush flips the UVs vertically? Textures created inside of zbrush should be manually flipped vertically prior to export, in order to match the model (which flips automatically)