re than one poly is selected). I'm sure you know this already but a
>> right click on the manipulation gizmo allows you to select the
>> transformation space.
>>
>> On 15 July 2017 at 09:44, Olivier Jeannel <facialdel...@gmail.com> wrote:
>>
>>> Hi there,
&
;facialdel...@gmail.com> wrote:
>
>> Hi there,
>>
>> I found myself trying to model something in H16 and I stumble on how to
>> scale each selected primitives around their own center ?
>> A bit like the when you scale with the Primitive SOP with $CEX, $CEY,
>>
space.
On 15 July 2017 at 09:44, Olivier Jeannel <facialdel...@gmail.com> wrote:
> Hi there,
>
> I found myself trying to model something in H16 and I stumble on how to
> scale each selected primitives around their own center ?
> A bit like the when you scale with the Primitiv
Hi there,
I found myself trying to model something in H16 and I stumble on how to
scale each selected primitives around their own center ?
A bit like the when you scale with the Primitive SOP with $CEX, $CEY, $CEZ.
I'm looking for the same behavior, but while modeling (I don't want to drop
a node
8 MB. Do you have some sort of ftp where I could upload
> it for you?
> Cheers, Klaus
>
> Ursprüngliche Nachricht
> Von : facialdel...@gmail.com
> Datum : 11/09/2015 - 20:36 (GMT)
> An : softimage@listproc.autodesk.com
> Betreff : Re: For each ?
>
>
> The 2n
@listproc.autodesk.com
Betreff : Re: For each ?
The 2nd reality is really impressive, but yep links are dead.
Chris if you have any idea ?
On Fri, Sep 11, 2015 at 8:29 PM, Adam Sale <adamfs...@gmail.com> wrote:
Didn't Chris Marshall do some sort of Quick Brick or stone wall compound a
while back?
On Fr
ore elegant wait to divide / split polygons once or twice with a random value.So I thought (this morning) maybe the Houdini For Each primitive (+stamp) could be ported to Ice.I was wondering if someone has already tried this.
ooking for a more elegant wait to divide / split polygons once or
> twice with a random value.
>
> So I thought (this morning) maybe the Houdini For Each primitive (+stamp)
> could be ported to Ice.
>
> I was wondering if someone has already tried this.
>
>
>
>
>
had a method to cut a grid in an irregular
>> way. A bit like an old castle wall with his squarred stones having
>> different size.
>>
>> I've tried some implosia setup having nice enough result, but it only
>> function with closed polymesh like "cubes".
>>
nice enough result, but it only
function with closed polymesh like "cubes".
I'm looking for a more elegant wait to divide / split polygons once or
twice with a random value.
So I thought (this morning) maybe the Houdini For Each primitive (+stamp)
could be ported to Ice.
I was
g if someone had a method to cut a grid in an irregular
>>> way. A bit like an old castle wall with his squarred stones having
>>> different size.
>>>
>>> I've tried some implosia setup having nice enough result, but it only
>>> function with closed polymesh like "cubes".
>>> I'm looking for a more elegant wait to divide / split polygons once or
>>> twice with a random value.
>>>
>>> So I thought (this morning) maybe the Houdini For Each primitive
>>> (+stamp) could be ported to Ice.
>>>
>>> I was wondering if someone has already tried this.
>>>
>>>
>>>
>>>
>>>
>>
>>
>
relative to a
common centre :/
I guess its time for a modeling workaround.
MB
On Tue, Apr 22, 2014 at 6:40 PM, Martin Yara furik...@gmail.com wrote:
When you say XY, you mean UV right? So you want to scale each UV island
with their average center of their UV coordinates
I have a wall like object that consists of a lot of cubes which are UV
mapped with an xy projection, so they are laid out next to each other. I
need to scale each cubes uv's down but local to its position on the xy
projection. When I multi select in island mode scaling is relative to the
xy
When you say XY, you mean UV right? So you want to scale each UV island
with their average center of their UV coordinates as their scale pivot?
If that's so, I don't think you can with all islands at the same time. You
can use Transform UVs, and apply scale to do it. It will work only with 1
I remember having that change because of animated object visibility, but it
wasn't every frame.
Em 03/01/2014 19:24, Byron Nash byronn...@gmail.com escreveu:
I just rendered a pass and added a, Object Label framebuffer to it. Every
frame is a different color for each object. I've never seen
I just rendered a pass and added a, Object Label framebuffer to it. Every
frame is a different color for each object. I've never seen this before and
am not sure how to correct it.
Thanks for any help.
Byron
I feel like this should be really easy..but how do I make each poly on a
mesh have the exact same UV space as every other poly. So one texture
would be on each poly surface. I can do it manually but need something
better for a high res mesh.
Kris
doh..thanks!
On Wed, Aug 21, 2013 at 5:52 PM, Matt Lind ml...@carbinestudios.com wrote:
This only works if each polygon has the same number of sides:
** **
**1) **Select polygon with desired UVs.
**2) **Texture Editor Edit Copy UVs
**3) **Invert selection
Hi all,
Anyone have an elegant tip for how I could take each element of Array A with n
elements and add those to each element in Array B with n elements, storing all
into a single array?
So that if Array A had 2 elements and Array B had 4 elements the new array size
would be 8
As an example
@listproc.autodesk.com
Subject: Re: adding each element from two differrent arrays
Hi,
try this:
(See Attatch)
There might be a cooler Solution using the good old Generate Sample
Set-Trick, but i think this one might be quite stable
Am 28.03.2013 15:26, schrieb Jeff McFall:
Hi all,
Anyone have
is there a way (avoiding loop/ while nodes)
to define an array of point id's that dictate the order they are assesssed.
i can think of plenty of ways with loops etc but im drawing a blank for an
efficent way of doing it.
_sam
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