Thanks for the reply.
I almost always create nodes in the network window by pressing tab
after dragging out a wire from my object.
It might be a wacom problem, now that I think about it, my pointer has
been jumping all over my screen lately.
G
On 05/02/2015 11:50, Cristobal Infante wrote:
Hi
I just hope that the next iteration of zbrush comes with an editable mesh
brush, every time i open maya and try to use it, i always hit a wall, that
Nope..! i'm not dealing with this shit, not when i know there are better
tools out there to do what i need!.
On 5 February 2015 at 09:44, julien
Hi Martin, Thank you for your feedback.
*3+*. +1 for double edges highlighting !
You reminds me that case of double edges that sharing their vertices.
I merge all double vertices but double edges still here. I need to use
cleanup tool to merge these edges.
Is this may have an interest or is it
Hi yall
I have a null in my scene.
I want to constrain a bitmap to it and always have it face the camera.
I know how to do this, position constrain grid with texture to null, orient
constrain grid to camera, blah blah. But I want to maintain a grid size that
is screen relevant not scene
Hi,
Kinda busy right now so a quick reply.
10. I don't remember very well, but try Reference and disable shade.
Martin
On 2/5/15, julien carmagnac carmagnacjul...@gmail.com wrote:
Hi Martin, Thank you for your feedback.
*3+*. +1 for double edges highlighting !
You reminds me that case of
Ben,
I've been trying to reach you at this email address as well. The first
time it eventually bounced back as undeliverable (3-4 days after
sending). Have since resent...
-Tim Crowson
Magnetic Dreams
On 2/4/2015 1:38 PM, Ben Houston wrote:
Hi Chris,
We chatted off list. I believe you
You can set an expression for scale like this:
5.0 * ctr_dist(myobject., mycamera.)
Change 5.0 to whatever gives you the right size. This just makes it bigger
the further away it is and compensates the appearance of it getting smaller
with distance.
You can also use the ctr_dist_cam function
Not sure if I picked the right classID so if it doesn't find a match try
some others
http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/siClassID.html
On Thursday, February 5, 2015, David Gallagher davegsoftimagel...@gmail.com
wrote:
Great! I will try it.
On
A) Internally, Softimage stores IDs by order of creation. This has nothing
to do with the setting in the explorer/schematic views. Any setting to view
the data in another order (alphabetical, size, etc..) is separate and done
purely for visual feedback purposes.
B) The provided script
This is best suited for a compositing system that has a tracker.
Render an object to be tracked (eg; your null), then import that sequence
into a compositor. In the compositor import your sprite image and apply it
to the tracked object. Specifics how to do that vary with the compositing
Yes thanks Ben
On 4 February 2015 at 19:38, Ben Houston b...@exocortex.com wrote:
Hi Chris,
We chatted off list. I believe you have everything sorted out now.
Bes regards,
-ben
Best regards,
Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter:
@exocortexcom)
10. Yes that works, thanks.
2015-02-05 10:08 GMT+01:00 Martin Yara furik...@gmail.com:
Hi,
Kinda busy right now so a quick reply.
10. I don't remember very well, but try Reference and disable shade.
Martin
On 2/5/15, julien carmagnac carmagnacjul...@gmail.com wrote:
Hi Martin, Thank
Hi Gerbrand,
What you need to realise is that the interactive behaviour of a node will
depend on where you create it.
You can create nodes in the obj panel or on the viewport (with tab). I am
guessing sometimes you are creating the copy in the viewport which asks you
for a primitive.
Depending
Hello Rob, hope you do well.
*It seems one cannot move/snap the pivot on the model itself, which seems
to be very counter intuitive...*
I'm on H14 and have a test Sphere. When i right click on the handle in
Object level, i can choose Pivot Mode (same as Insert as you mentioned).
When Point
Just another question:
sometimes when I create a copy node in the network view, it asks me to
select primitives and press enter.
Sometimes it doesn't.
Can someone shed some light on this behaviour?
Thanks
G
@Eric Thivierge
A) Thanks, I was wondering if there was something more integrated but the
script below certainly helps.
si = Application
sel = si.Selection
for i in xrange(len(sel[0].Envelopes(0).Deformers)):
print i, sel[0].Envelopes(0).Deformers[i]
B) Thanks, GEAR indeed has a lot of little
Can someone help out on a working snapping workflow in Houdini regarding
the Insert and ' keys?
Temporarily moving the pivot for moving stuff around in space?
It seems one cannot move/snap the pivot on the model itself, which seems
to be very counter intuitive...
Haven't found anything useful
This is untested but the idea is there.
###
import win32com
from win32com.client import constants as c
oCls = Application.FindObjects2(c.siClusterID)
for i in oCls:
if clskey in i.Name:
Application.DeleteObj(i)
###
On Thu, Feb 5, 2015 at 12:59 AM, David Gallagher
Hi I´ve uploaded a video with the problem I have:DoritoDouble Transforms
I setup an offset null with point to cluster on the original head, cloned that
head, make that null parentof the deformer null, so I can weightpaint on the
clone whatever influence I want to sculpt later for posingthe head
You need to set the static kine state to the transforms of the parent null
so your actual deforming null doesn't use those transforms for the weight
calculation.
Just drag and drop the kinematics of the parent null to the static kine
state of the deformer.
I think thats how it was working.
Just to check:
KineState Reset nulls Cluster Constrained to vertices of the Blendshape
face and not the copy?
Cheers
On Fri, Feb 6, 2015 at 2:47 AM, Mario Reitbauer cont...@marioreitbauer.at
wrote:
You need to set the static kine state to the transforms of the parent null
so your actual
am I missing something? It has been a while since using light linking. ( a
while since I worked in Maya primarily) But is there a way to just exclude
one object from the lights illumination. Instead of selecting everything I
want to it to illuminate and linking it to a light set? In XSI you just
Great! I will try it.
On 2/5/2015 5:37 AM, David Barosin wrote:
This is untested but the idea is there.
###
import win32com
from win32com.client import constants as c
oCls = Application.FindObjects2(c.siClusterID)
for i in oCls:
if clskey in i.Name:
Application.DeleteObj(i)
###
Maybe...
1. start with camera facing straight along, say, Z-axis
2. make your sprite a poly grid
3. set a 2 point constraint to the camera and the animated null; disable
it for now
4. put the polygon at the right distance infront of camera for the pixel
coverage you want.
5.
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