I don't know about Autodesk provided licenses, but XSI licenses granted by
Avid have a life of about 10 years from date of issue. Although they were
called 'permanent', they weren't really permanent. Just long enough to
outlive it's useful life.
I found that out the hard way when I tried to
Tried the autokey on 2105 sp2 with a GTX980, it doesn’t work good.. saves keys
only when releasing the mouse, and does not allow me
to move the object freely, just an axis at a time..
Remembering channels from SI|3D, I managed to get it to work (sort of) in XSI,
Under the animation panel,
I'm not much into particles and things but couldn't there be some way to
actually emit only from the end of arm band fake part form elbow till that
real emitter?
On Tue, May 17, 2016 at 12:36 PM, David Saber wrote:
> Hello!!
>
> I have a problem that I can't sort out. I have
Do the particle logic animation on top of a stationary character and use
'reinterpret location' to put it back on top of the moving version.
On 17 May 2016 12:16, "Mirko Jankovic" wrote:
I'm not much into particles and things but couldn't there be some way to
actually
Hello!!
I have a problem that I can't sort out. I have an emitter on an animated
character. The emitter is in the elbow area and points towards the hand.
The particles must run along the forearm and when they reach the hand,
they are released and must head for different direction. I'm using
That’s a handy little tool, thanks Jason.
-Ronald
> On 16 May 2016, at 22:52, Jason S wrote:
>
> Hi,
>
> @Sven are you sure you got it working? I may be wronng, but I don't think
> playback with transforms + autokey ever worked
> (or was meant to work) to
Beware, there's a bug in one of the 2015 xsi version with the reinterprete
location.
I believe Paul Smith - Bustykelp uses it in this tutorial
https://vimeo.com/66237847
But I can't check, vimeo doesn't work well here
On Tue, May 17, 2016 at 3:41 PM, David Saber wrote:
> Hi
Matt at that particular point I'm using "Random Seed" input to randomize
the UV location, hence that happening. So what you're saying it's not
something that is wrongly set and what I show in there wouldn't help, since
it's a viewport problem?
Cheers
On Tue, May 17, 2016 at 2:38 AM, Matt Lind
Hi Rob
Thanks a lot for the tip, that seem like the right thing to do, however
I'm not sure how to use this node and on the web there are so few
resources... Enclosed is what I've tried so far. Suggestions?
Thanks
David
On 2016-05-17 14:18, Rob Chapman wrote:
Do the particle logic
Pedro,
Any chance to trying this? Already have my sphere with correct uvs but
yours looks nicer ;)
F.
2016-05-17 11:36 GMT-03:00 pedro santos :
> Matt at that particular point I'm using "Random Seed" input to randomize
> the UV location, hence that happening. So what you're
Thanks a lot for the help, I'll check Busty's video but I also found a
tutorial from Pluralsight which helps also.
have a nice evening! : )
David
On 2016-05-17 16:18, Olivier Jeannel wrote:
Beware, there's a bug in one of the 2015 xsi version with the
reinterprete location.
I believe Paul
I meant that tutorial :)
https://vimeo.com/65974266
On Tue, May 17, 2016 at 4:18 PM, Olivier Jeannel
wrote:
> Beware, there's a bug in one of the 2015 xsi version with the reinterprete
> location.
>
> I believe Paul Smith - Bustykelp uses it in this tutorial
>
Is anyone having problems with their 2013 licenses?
We have a few stand alone Maya with SI licenses with subscription and a few
days ago (about a week or maybe more), SI 2013 licenses have stopped
working and they are not longer in my Account License Manager. I've
contacted my reseller but I'm
No. You're mixing two separate thoughts together.
The first few messages which started this thread mentioned a spherical
projection doesn't work at the poles because of the usual distortion, and
the sphere was modified.
My comment of the viewport issue was targeting the spherical projection
I should also add:
If you apply a spherical projection onto a cube which has Catmull-Clark
subdivision smoothing applied to it to become a sphere, the edge flow of the
polygons as seen in the texture editor will almost exactly match the flow as
seen in equirectangular projections floating
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