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Messages 1042 - 1071 of 1216   Oldest  |  < Older  |  Newer >  |  Newest
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1042
... Hmm...I found the tesselate feature in Amapi, but I didn't find out how to tesselate a mesh coarser.... Everytime I used this command, the mesh was...
Pepe
DaVincent@...
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Jul 9, 2003
7:14 pm
1043
... Don't remember off the top of my head (I don't have a copy of it at work). Which version are you using? -- Jeff Quan jquan@......
Jeff Quan
jeffq_cnet
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Jul 9, 2003
7:43 pm
1044
... Amapi 3D v4.1.5 I run it on MacOS 9. Yours, Pepe...
Pepe
DaVincent@...
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Jul 9, 2003
7:48 pm
1045
... Hmm. Okay, I've downloaded that version and took a peek. It seems that you've found the right function, but version 4 can't make things coarser. I'll have...
Jeff Quan
jeffq_cnet
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Jul 9, 2003
8:22 pm
1046
... Thanks for the effort, Jeff. Yours, Pepe...
Pepe
DaVincent@...
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Jul 10, 2003
6:07 am
1047
... Well, I now tried out Amapi 3D 6.1 Trial Edition (also the Classic Version). True, the interface is very funky. The command you meant was probably...
Pepe
DaVincent@...
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Jul 10, 2003
7:18 am
1048
What does one use this for? Does this include stored poses or just info on how the bones are set up? Is it possible to use poses from one model (given an...
Joseph Nastasi
aokjoey
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Jul 24, 2003
1:26 am
1049
... Well, you might use it with an animation engine that does bones-based mesh deformation. ... Just the bone set-up, aka the rigging -- see section 5.7 of the...
Joseph J. Strout
joe@...
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Jul 24, 2003
4:31 am
1050
I am having a little trouble with bones. I have applied bones to my humanoid figure, but now seem unable to make any positional changes to them stick. This...
Nick Dabner
nickdabner@...
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Jul 30, 2003
9:51 am
1051
Sorry, I was out of town last weekend and I'm still catching up... ... Hmm. I've never heard of such a thing. Is your model posed when you attempt this? ... ...
Joseph J. Strout
joe@...
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Aug 6, 2003
5:20 pm
1052
... From memory (not in front of Meshwork at the moment), I had made one or two poses, but was not using them at the time. Will check again to make sure I was...
nickdabner@...
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Aug 6, 2003
11:19 pm
1053
... Why? ... Do you have a URL? ... Yes. ... No, but... ... You shouldn't use different materials for that. Use one material, and UV map it however you want. ...
Joseph J. Strout
joe@...
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Aug 7, 2003
3:08 am
1054
... Using a small number of textures by all suggestions seems to be an easier option, if not as fast. ... How do you wrap vertices? In 3DMF mapper, it is done...
Nick Dabner
nickdabner@...
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Aug 11, 2003
10:46 am
1055
... Wow, there is a lot of misinformation in that thread! I can't seem to post, so please post these corrections for me: 1. Jamn suggested that Jeff Quan...
Joseph J. Strout
joe@...
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Aug 11, 2003
2:20 pm
1056
... Yep -- model first, then textures. The few times I've done it in the opposite direction is for objects that I know are going to take one simple...
Jeff Quan
jeffq_cnet
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Aug 11, 2003
3:19 pm
1057
I have a very elaborate character model I'm making... He used to be in segments but I decided to fuse them together and make one seamless model. Now the...
Jeffrey Greenland
darkoceangames
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Sep 18, 2003
4:22 am
1058
... Hi Jeffrey, there's a few things you can check: First, have you tried doing Face Consistent, then doing Invert Faces? Face Front just sets all the normals...
Jeff Quan
jeffq_cnet
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Sep 18, 2003
4:14 pm
1059
... but I ... all ... the ... places. ... nothing ... sets all the normals facing in the direction of your view, which means the rear-facing polys are now...
Jeffrey Greenland
darkoceangames
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Sep 18, 2003
9:04 pm
1060
It's important to understand what Face Consistent does. It picks a triangle, notes which way it's facing, then finds all neighboring triangles (thos which...
Joseph J. Strout
joe@...
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Sep 18, 2003
9:13 pm
1061
That's what I was afraid of. Thanks. At least now I know how I can prevent it. *works* ... *misses undo feature*...
Jeffrey Greenland
darkoceangames
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Sep 19, 2003
4:58 am
1062
... I know, I know! I'm working on that. It will probably be a few months before I have anything to show, though. Best, - Joe -- ...
Joseph J. Strout
joe@...
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Sep 19, 2003
1:55 pm
1063
... Future: is this something that Meshwork could report to the user, to aid in isolating such problems? Edges that are common to more than two triangles? ...
Lars Jensen
larsdjensen
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Sep 19, 2003
3:47 pm
1064
... Yes, this is possible. Perhaps a "Find Overloaded Edges" command? Best, - Joe -- ,------------------------------------------------------------------. ... ...
Joseph J. Strout
joe@...
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Sep 19, 2003
4:40 pm
1065
...Is there a way to remove a line without removing a point? I'm constantly in need of doing this. Is there a way to do it?...
Jeffrey Greenland
darkoceangames
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Sep 19, 2003
9:56 pm
1066
... But of course! That's what the Delete Edge tool is for. Cheers, - Joe -- ,------------------------------------------------------------------. ... ...
Joseph J. Strout
joe@...
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Sep 19, 2003
10:08 pm
1067
I'm building some stairs for a friend's deck and decided to see how MW would fare for some low-end architectural studies. It went better than I expected for a...
Lars Jensen
larsdjensen
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Sep 29, 2003
5:29 am
1068
... That's a good idea. ... Yow, that's a very brave way. :) What I would suggest instead is select what you want in any pane, and then find some selected...
Joseph J. Strout
joe@...
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Sep 29, 2003
2:01 pm
1069
While we're requesting features: 1. Scroll arrows instead of that bull's eye centering tool. 2. To be able to edit in a textures 3d view, instead of the Quesa ...
Daniel Lurie
eirulleinad
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Sep 29, 2003
9:55 pm
1070
... Hmm, tricky. There's no range on any axis, which makes a scrollbar hard to apply. Also it'd take up more screen real estate, though maybe that doesn't...
Joseph J. Strout
joe@...
Send Email
Sep 29, 2003
10:19 pm
1071
... You're writing it in RB I hope! Just think of all the potential Meshwork users that own Windows or Linux machines. Bob...
Robert Steely
robsteely@...
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Sep 29, 2003
10:37 pm
Messages 1042 - 1071 of 1216   Oldest  |  < Older  |  Newer >  |  Newest
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