Hi all,
Tutorial to creator with lattice.
after Nandors QT:
http://www.matthias-kappenberg.de/index.php?id=115
Any critic is welcome.
Hope it's helpy,
Matthias
Hi all,
Tutorial to creator with lattice.
after Nandors QT:
http://www.matthias-kappenberg.de/index.php?id=115
Any critic is welcome.
Hope it's helpy,
Matthias
Hi Carlo,
I think SkinManager shows the true binding and RS
hides something. I'll try to understand, what's going
on there.
BTW: If I click on the "SDS-level" (the "root") in SkinManager
it's crashing RS.
Many thanks for this great plugin :-)
It's a great add for RS in my opinion.
Matthias
Hi Matthias,
SkinManager shows a binding to multiple
skeletons. How can I unbind the SDS from one
skeleton without loosing the other binding?
I'll check if this is a SkinManager bug and maybe i'll post a patch to
download.
Anyway, soon SkinManager will be replaced by RealPuppet that have ma
Yes what I mad wrong :-(
Thanks I look at the project
Nandor Kertes
> --- Ursprüngliche Nachricht ---
> Von: "Matthias Kappenberg" <[EMAIL PROTECTED]>
> An:
> Betreff: Re: Creator and lattice cube
> Datum: Thu, 24 Nov 2005 15:13:58 +0100
>
> Hi Nandor,
>
> Something like the attached?
>
> Ma
Thank you Vesa,
That did the trick, clipping was set from 0,1 to 14000. Limiting it to 2000
solved the issue
Arjo.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Vesa Meskanen
> Sent: woensdag 23 november 2005 19:58
> To: user-list@light.realsoft3d.c
Hello ,
is it possible to create a lot of a simple nurbs ball and
use the creator ? Yes
Now it is possible to send all createt nurbs ball true
a lattice derformation cube ?
only the first nurbs ball is bind to the lattice cube
and deform it
Partikels are deformet all to the lattice deformatio
Hi all,
I've duplicated a SDS+skeleton, and all went fine.
The second SDS is following the second bone.
I'm very happy that this is working, but I don't
know why it's now working (in older RS versions
this causes strange behaviour)
SkinManager shows a binding to multiple
skeletons. How can I unb
Sorry again, that one is solved too, it only works with parallel- and point
lights. I'll start chewing on my hat...
Frank
> I'm sorry, Light Sensitivity=Texture(Map coords) should have
> been under a Light Properties shader, no problems with the
> custom channel now.
>
> However, there is no
I'm sorry, Light Sensitivity=Texture(Map coords) should have been under a
Light Properties shader, no problems with the custom channel now.
However, there is no visible effect on the lightsource that I apply this
material to.
Can anybody point me in the right direction?
The part of the manual
The manual describes how to put up a material that alters the light from a
light source according to an image map: simply put Light
Sensitivity=Texture(Map coords) under a Light Sensitivity shader.
When I recreate this I get a "VSL object refers to unknown channel: Light
Sensitivity".
And yes
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