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Messages 880 - 909 of 1216   Oldest  |  < Older  |  Newer >  |  Newest
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880
... POV-Ray certainly has no trouble with translucent materials, but it may be that Meshwork is not writing out the transparency. In that case, you'll need to...
Joseph J. Strout
joe@...
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Aug 1, 2002
2:05 pm
881
... Not as such, however there are various ways to select a group of vertices: - command-click a vertex to select that one and all the immediately attached...
Joseph J. Strout
joe@...
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Aug 1, 2002
2:05 pm
882
Some might interested in having a look at my new game - all the modelling, animation and texture mapping was done in Meshwork. Check it out at ...
Benny
ben_treez
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Aug 15, 2002
1:16 pm
883
... Wow, that looks awesome! Really beautiful work. ... Great! I'd feel happier if it hasn't been taking me so long to get the next release (2.0) out the...
Joseph J. Strout
joe@...
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Aug 17, 2002
6:59 pm
884
... Belated(?) congratulations to the new father. And congratulations to Benny for the new game! Peter...
peter9g
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Aug 17, 2002
8:36 pm
885
Brian Greenstone released the source code for a program called 3DMF Optimiser..... It does what you think. In the program, there is a menu that changes the...
amesburyhatco
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Sep 13, 2002
3:30 am
886
I think this is a great idea--RealBug this as a request for RealBasic. As to Meshwork, I would find reflection useful if I could tag it at the material level,...
Jeff Quan
jeffq_cnet
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Sep 13, 2002
3:16 pm
887
I'd like a way to randomly perturb selected vertices, to make it easier to make a shape irregular. Say you create a sphere but you don't want an even one,...
Lars Jensen
larsdjensen
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Sep 24, 2002
10:02 pm
888
That's a neat idea, and thanks for posting it. Of course, I'm obviously having a dickens of a time getting the 2.0 beta out the door as it is, so you probably...
Joseph J. Strout
joe@...
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Sep 24, 2002
10:51 pm
889
... Great idea! Here's a UI nugget: In the 3D apps I've used, the analogous function would be displacement maps: given a grayscale picture placed on a mesh,...
Jeff Quan
jeffq_cnet
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Sep 25, 2002
2:44 pm
890
... Why poly-heavy, if I am specifying the shape and density? Also, I was inspired to whip up a bare-bones UI: <http://ljensen.com/misc/perturbation.gif>. This...
Lars Jensen
larsdjensen
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Sep 26, 2002
6:43 pm
891
I was inspired to do a quick UI treatment, aiming for maximum flexibility from minimum code: <http://ljensen.com/misc/perturbation.gif> It is just one dialog,...
Lars Jensen
larsdjensen
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Sep 26, 2002
6:58 pm
892
Poly-heavy only because many programs that use grayscale displacement maps aren't geared for low-poly modelers such as Meshwork. The lower the density, the...
Jeff Quan
jeffq_cnet
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Sep 26, 2002
11:02 pm
893
Well....... I could write a little OSX C++ binary to shake up the polygons a bit..... I have no idea what I'm doing but I try it if somebody would actually use...
amesburyhatco
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Sep 29, 2002
7:33 am
894
hi i have use meshwork before and liked it and have just started reusing it. my models look fine in the meshworks format but when i export to vrml i only get...
Melinda Rackham
melinda@...
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Oct 2, 2002
4:06 am
895
... Yes, known bug in the VRML export, fixed in version 2.0 which I am trying to get to our beta testers right now. Hopefully that will happen within the next...
Joseph J. Strout
joe@...
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Oct 2, 2002
6:03 pm
896
gee i need to get these models done in the next few days.. for show in two weeks.. there wasn't that problem in the older version i was previously using. is...
melinda
melinda@...
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Oct 3, 2002
1:13 am
897
... I seem to recall there's a workaround. Like... the models do actually have a Z dimension, it's just scaled down by a factor of 10,000 or something. If you...
Timothy Wayper
twayper
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Oct 3, 2002
1:25 am
898
hey thanx.. seems like a lot of decimal point moving.but if it works fantastic:) m ... From: "Timothy Wayper" <timmy@...> To:...
Melinda Rackham
melinda@...
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Oct 3, 2002
1:53 am
899
... Are you sure? I think it always existed. Anyway, the work-around is simple: just scale your model by a 10000% in the axis that's getting squished (the...
Joseph J. Strout
joe@...
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Oct 3, 2002
6:01 pm
900
Hello i was trying to create a street lamp model in mesh work (mac osx 10.2) and when i create a lamp post (just a cylender) and a top (a sphere changed a bit)...
xicsn
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Oct 14, 2002
11:09 am
901
... changed ... se ... My guess would be a Quesa problem as it's still not as polished as it could be [some of it's preview renders from Meshwork OSX don't...
matt_lad_1
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Oct 17, 2002
11:23 am
902
I had a dream Quesa was updated and it came true. (true story) quesa.org...
amesburyhatco
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Nov 22, 2002
7:16 am
903
Hi all, I've been working on 2.0 for a very long time. This is partly because I've been trying to do some ambitious things -- like support the SKN model...
Joseph J. Strout
joe@...
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Dec 1, 2002
8:50 pm
904
I found this handy tutorial today on making a low-polygon model of a human head: <http://www.webreference.com/3d/lesson52/>. If anybody reproduces this in...
Joseph J. Strout
joe@...
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Dec 2, 2002
3:58 am
905
... This is great Joe! I'm running through my list of SKN files and so far most of them import and map as expected. I will have to double-check whether the...
Peter.Gould@...
peter9g
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Dec 2, 2002
2:50 pm
906
... Good news -- thanks for the feedback! ... Great idea. If they do, please let me know and we'll see if we can work out what's different about those. ...
Joseph J. Strout
joe@...
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Dec 2, 2002
3:12 pm
907
I've done several heads in Meshwork. It's hard to describe in text how I go about it, but generally I start by building the nose and eyes. The next step I take...
Jeff Quan
jeffq_cnet
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Dec 2, 2002
5:12 pm
908
... That's cool. I've done several heads too, using an approach similar to yours. But I've often found it a bit difficult to get the round parts correctly...
Joseph J. Strout
joe@...
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Dec 2, 2002
5:37 pm
909
Cool site! It's rare to get good front and side profiles like that. As to stock parts, that's easy enough to do, so long as a style is agreed upon, not to...
Jeff Quan
jeffq_cnet
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Dec 2, 2002
5:56 pm
Messages 880 - 909 of 1216   Oldest  |  < Older  |  Newer >  |  Newest
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