@listproc.autodesk.com
Subject: Re: test again
Sorry,
I send answers yesterday from my gmail account for the Animate polygon faces
individualy, and for some reasons they don't appear.
I wonder if Gmail works well with mail list ?
On Thu, Aug 27, 2015 at 10:14 AM, Rob Wuijster
r...@casema.nlmailto:r
test gmail
On Thu, Aug 27, 2015 at 10:09 AM, olivier jeannel olivier.jean...@noos.fr
wrote:
nope... nothing.
Rob
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On 27-8-2015 10:12, Olivier Jeannel wrote:
test gmail
On Thu, Aug 27, 2015 at 10:09 AM, olivier jeannel
olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote:
No virus found in this message.
Checked by AVG - www.avg.com
Sorry,
I send answers yesterday from my gmail account for the Animate polygon
faces individualy, and for some reasons they don't appear.
I wonder if Gmail works well with mail list ?
On Thu, Aug 27, 2015 at 10:14 AM, Rob Wuijster r...@casema.nl wrote:
nope... nothing.
Rob
... nop not doing it :P
On 6 April 2015 at 14:30, Francisco Criado malcriad...@gmail.com wrote:
456
2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com:
123
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2015-04-06 15:34 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com
:
... nop not doing it :P
On 6 April 2015 at 14:30, Francisco Criado malcriad...@gmail.com wrote:
456
2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com:
123
Come on lads, this is getting kinda
Yea I;ve posted that pic a while ago when I was struggling with that as
well.
Didn't really used it much but I think this map could help you out. Yea I
made a map :)
Coordinates weren't a bit logical to me so needed a map to help me out.
number of map represents
minimum XY
maximum XY
456
2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com:
123
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since i have you...
Does anyone know the correct method for setting up multiple UV tiling in
the render tree ?
i only ask cause there used to be an article on it, but it was on XSIbase
so gone now.
plugging loads of texture files into one shader is easy enough in Maya, i'm
sure there is a way
hope it still apply, it's bin a while..
yea strange. looks like reversed coordinate system, with minus going riight
and up and plus going down and left.
just could't wrap my head around without map :)
On Mon, Apr 6, 2015 at 4:34 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
Thank
disable wrap on your textures or you´ll cover everything with each other
over and over.
The logic is to enter the values you´d need to move the UV shell from
it´s current UV tile into the 0-1 range.
E.g. this tile needs to go -1 quadrant to the left and 0 down to end up
in UV 0-1.
it´s a
Thank you Mirko senpai !
holly shit put that is some tortured logic :P
so strange to see somthing that makes less sense in softimage then in maya.
thank you for the map i will try this !
On 6 April 2015 at 15:27, Mirko Jankovic mirkoj.anima...@gmail.com wrote:
Yea I;ve posted that pic a
does anything else need to be done in addition to this ?
On 6 April 2015 at 15:34, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
Thank you Mirko senpai !
holly shit put that is some tortured logic :P
so strange to see somthing that makes less sense in softimage then in maya.
cheers yes i think i got the hang of it now, that grid is a life saver, the
lack of documentation on this is disconcerting.
thanks Tim ;)
On 6 April 2015 at 15:58, Tim Leydecker bauero...@gmx.de wrote:
disable wrap on your textures or you´ll cover everything with each other
over and over.
also i think i have to turn wrap in U and wrap in V off ?
On 6 April 2015 at 15:51, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
i managed to get both tiles for the face working, but the other side is
all washed out compared to the other side.
On 6 April 2015 at 15:41, Mirko
as I recall no, just need to have good coordinates sorted out when blending.
but again this was like couple years ago
On Mon, Apr 6, 2015 at 4:38 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
does anything else need to be done in addition to this ?
On 6 April 2015 at 15:34,
123
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