Forum Replies Created

Page 441 of 508
  • Brian Jones

    September 20, 2008 at 2:44 am in reply to: abnormals shadows and curved surface

    the short answer is change settings on the phong tag and/or possibly the sample radius/bias of the soft shadows

    The long answer depends on what you want to see, if you want the bend to be totally smooth you don’t need all those points in the curve, with a bezier spline it could be done with two points (in the curve part) – and even with that the short answer might apply.

  • This is sort of right. It’s a fake of the physics using the y position of a null following a circle spline mapped to the rotation of the end swings.

    It does not decay but that could be done by reducing the diameter of the circle spline over time or by substituting the circle for a helix spline that reduces diameter from start to end.

  • Brian Jones

    September 17, 2008 at 9:47 pm in reply to: v8.5: Show Render area only

    you could uncheck Save Image in Render Settings/Save. Depends on whether you want more of one than the other… I suppose you could also physically resize the window so it doesn’t have extra area.

  • Brian Jones

    September 15, 2008 at 7:26 pm in reply to: handrail

    🙂

  • Brian Jones

    September 15, 2008 at 3:08 am in reply to: handrail

    not seeing the second image but the first one looks like the white rail holders should all be the same size more info please.

  • make the objects editable and apply the textures, then select the objects and do a Functions/Connect this gives you another object which is original objects joined with the textures on the right parts (the original bits don’t go away you can toss them or hide them whatever you prefer).

    You could do it by Connecting the parts first then doing your own Selection tags to use with the textures but texturing first and Connecting means you don’t have to make the Selection tags yourself.

  • Brian Jones

    September 10, 2008 at 12:40 am in reply to: mesh points to spline

    you could use the Edge to Spline tool. Select the edges and choose Structure/Edit Spline/Edge To Spline

  • Brian Jones

    September 9, 2008 at 4:39 am in reply to: Tips for modeling a camera iris?

    A (definitely wrong) but simple example using an Array object. Make the iris part(s) the right shape and pivot in the right place and that would work.

  • Brian Jones

    September 9, 2008 at 4:03 am in reply to: how to filet the edge of a sliced cylinder?

    Assuming it’s Slice checked in the Slice tab of the Cylinder object and not the Slice option of the Knife Tool, you would want to make it editable, select the edges you want to chamfer and use the Bevel Tool. That will give you limited room to chamfer because the top of the cylinder is constructed of ‘pie wedges’. Otherwise I’d try making the cylinder from a cube in a hypernurb and make cuts where needed to get the right shape

  • Brian Jones

    September 8, 2008 at 10:19 pm in reply to: Joining objects for gravity

    Why? When you do that it keeps the original textures and uses Selection tags to place them on the correct parts. Unless you have something really fancy going on.

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