Speaking about Maya weird bugs and possible drivers issues, is it normal that
the split tool and interactive split tool sometimes just don't create some
edges I'm drawing? I'm working with 2013 and while the old split tool is more
reliable, even with its snap not snapping, it still buggy.
Honestly, I'd have to see it to figure it out.
I have had general wonkyness here and there, the uncomfortable click and
key combinations and stuff it uses can make for some odd interaction in my
experience, but usually it's just that uncomfortable, not random.
A couple colleagues around me,
Personally I never really got on with the interactive split tool when it was
added, and would always revert back to the original Split Poly.
I’m really liking the updated Multi-Cit tool in 2015 though, which combines a
few features, including those two.
G
From:
Looks cool ! is this all in Ice ? or does it require another mesh to be
smoothed out ?
On 7 September 2014 05:14, Miquel Campos miquel.cam...@gmail.com wrote:
Hello,
I would like to share with you my Delta Mush ICE compounds (Or what I
guess delta mush is :P). I am pretty sure is not the
100% ICE
Miquel Campos
www.miquelTD.com
On Sun, Sep 7, 2014 at 10:12 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
Looks cool ! is this all in Ice ? or does it require another mesh to be
smoothed out ?
On 7 September
The only thing I like about the interactive tool is it's snapping working
correctly, but it's main feature, drawing edges, doesn't do it well. It happens
specially when I'm drawing lots of edges before right clicking. And drawing
edges on polygons (not over edges) works 1 of 10. 9 times it does
What I dont understand is, how does it
smooth-out the visible yanks in the mesh, but while not also
shoothing-out the nose for example? does it use the base static
mesh shape or?
nevertheless, 100% nice! :)
On 09/07/14 9:19, Miquel
Delta mush isn't a smooth di per se', it's a binding state trick.
You smooth a mesh and save the delta of points from full detail to smooth
in the bind pose, you then deform and smooth out the full mesh, and lastly
re-apply the deltas back on the deformed smooth mesh to reinstate the high
I prototyped a delta mush in ICE to figure out my splice version
(http://www.chris-g.net/2014/09/05/delta-mush-in-splice/) just cos I wasn't
that familiar with fabric.
Disturbingly easy!
On Mon, Sep 8, 2014 at 10:21 AM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
Delta mush isn't
Oh! Woah! Thanks for sharing it Chris! :)
And thnks Raffaele for the explanation. That is what i did with the 2
nodes.
On Monday, September 8, 2014, Chris Gardner chrisg.dot@gmail.com
wrote:
I prototyped a delta mush in ICE to figure out my splice version (
Given smoothing in ICE is always going to be fairly slow, I imagine if you
wanted some performance out of it using the DQ skinning compound, or even
just building up your own linear skinning, in ICE in the modelling stack
and using local shapes and the native smooth for the mush would be by far
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