@eltarbos I'm sure you will re release, but I fixed it for 2016.5 ex2 BAsically what others said, they changed the Unfold3d flag and its attributes. line 232
Change from
Unfold3D -u -ite 1 -p 1 -bi 1 -tf 1 -ms 1024 -rs 2; To
u3dUnfold -ite 1 -p 1 -bi 1 -tf 1 -ms 1024 -rs 2; Then it should work for that version, I guess you…
hey i missed this post when i was skimming the thread. if the effected object has a scale of (-1,-1,-1) then thats really simple to fix. just multiply each scale transform buy -1 ie -1*(-1,-1,-1) and that should give you the correct result. the scale and rotation are independent. you don't need to mess with rotation.
This Asset Pack features detailed realistic and modular Lamp Assets for usage in game, archviz and cinematic rendering. The mix between modern and whimsy designs permits versitile use for any kind of project. Modularity is simplified by using Component Meshes. Just copy-paste the Component Meshes from the Overview Level…
Was thinking of getting one of these alienware aurora for my home office. It's Running Windows 7, do you guys think that Max 9, and Zbrush will run on it? or will have to upgraydd to Max 2010 and the 3.5 update for zbrush? FYI I don't want to upgraydd. Here are the specs: Intel Core i7 920 (2.66GHz, 8MB Cache)…
Wrote something up for ya. Will show the positions of selected object(s)/vert(s)/edge(s)/face(s), averaging their values if multiple are selected like in max: if (`window -exists xyzWindow`) deleteUI xyzWindow;window -wh 275 75 -mxb 0 -title "xyzWindow: component positions" xyzWindow;rowColumnLayout -numberOfColumns 2…
I wrote once my own binary exporter also for custom engine. The code doesn´t care about modifier´s or whatever is on the stack, all that matters is the final state of the mesh. WHat it does is it takes a snapshot of the mesh/poly (converted to mesh) and read out that data. There was some hack around the UV extraction but I…
*sigh* Voted for it with my collegue. Seems like this was introduced by the newer bevel algorithm of Maya 2016, as it is reproduced in Maya 2016 without Extension 2. The old algorithm, forced with the following command, behaves correctly: polyBevel -com 1 -fraction 0.5 -offsetAsFraction 1 -autoFit 1 -segments 1 -worldSpace…
Here's an easy way to fix it. If you laid out your shells outside the 0 to 1 space, into 0 to -1, -1 to 1, etc. Here's an easy way to remedy it: Here's your shells outside the 0 to 1 Select them and move your scale pivot up to 1, 1. Like so: Then scale your shells in both U and V directions until they fit nicely into the 0…
Ok an N-pole shading error - (a vertex where 5 or more edges meet) which forces Blender to average face normals across different angles, causing dark spots or "pinching" artifacts when using smooth shading. And here's a few options that may resolve the problem 1. To fix the Normals and Smoothing often, shading artifacts…
About a month ago I came up with a list for a new image. I have a few more apps in a folder at home that I plan on testing before adding to the list. I have been planning to investigate virtualising some of the apps and Deep freezing. Anyway, here is the list as it currently stands; [size=+1]OS Updates and AV [/size]…