Forum Replies Created

Page 409 of 508
  • Brian Jones

    June 26, 2009 at 1:40 am in reply to: Wrapping extruded vector around curved surface

    around the middle part of the tank? Wrap deformer? or are you trying to include the caps of the tank too?

  • Brian Jones

    June 26, 2009 at 1:07 am in reply to: Random numbers, randomly
  • Brian Jones

    June 26, 2009 at 12:47 am in reply to: object lifting another object

    try setting the solver Integration Method to Midpoint and crank the Oversampling, be sure the collision eps is no bigger than the initial distance between the objects – if there is no distance between the objects pull them a little bit apart.

  • Brian Jones

    June 26, 2009 at 12:18 am in reply to: Annoying Materials issue

    that should work, try it in another scene (using 3 editable cubes or something like that) does it still not work?

  • Brian Jones

    June 23, 2009 at 11:51 pm in reply to: Smooth connection of Landscape and Sphere

    play with the Sea Level and Y Size or add a sphere in the same place and scale it so it has mountains growing from it or do a sub-poly displacement of the sphere with a good bump map.

  • Brian Jones

    June 23, 2009 at 11:24 pm in reply to: Animating Glow Brighness

    click on the blue square (for incoming info) or red square (for outgoing info) of the top bar of the node and choose the property you want from the list that pops up.

  • Brian Jones

    June 23, 2009 at 11:15 pm in reply to: Smooth connection of Landscape and Sphere

    have you tried the Spherical option in the Landscape?

  • Brian Jones

    June 23, 2009 at 2:57 am in reply to: Adding Geometry to Particles

    check out the TP Standard Emitter in the Content Browser (assuming you loaded in the TP stuff) you need to feed the particle feed from you PStorm or PBorn node (don’t know which is used in the Tornado tute) into a PShape node, to assign the the object to use and a PGroup node which really only needs to be connected as the default All group is good enough for simple things. And you need a Particle Geometry object in the from Objects/Thinking Particles.

  • Brian Jones

    June 23, 2009 at 2:51 am in reply to: lines of text from illustrator

    check out the Preferences/Import/Export/Adobe Illustrator prefs. I haven’t tried whole lines of text but perhaps one of those settings might help (others are likely to actually know)

  • Brian Jones

    June 23, 2009 at 2:47 am in reply to: Modeling a Squirt Gun?

    you could try making the parts editable, Functions/Connect then bridging the parts together by hand.
    You can also try building it completely differently (there is rarely only one way) by taking a cube and extruding and beveling to get the shape inside a Hypernurb. Also remember with any symmetrical object you only need to build half of it (makes the details in the handle (from the first picture easier to do).

    Here’s a bad example done quickly and not right but with better attention to detail could be another way to do it, with the advantage that smooth transitions from one surface to another are usually easiest when the mesh is one piece. Just started with a Cube, did three extrudes, some Knife work and an interior extrude.

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