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Thread: Question regarding APP_NO_FX
Post: RE: Question regarding APP_NO_FX
Me too, while we're at it. |
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07-10-2010, 04:56 PM |
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Thread: Bone/Point movement in MeshEditor
Post: RE: Bone/Point movement in MeshEditor
Selecting a point using LMB and then holding Ctrl+RMB works indeed for moving only a single point, thank you.
This isn't mentioned explicitly in the documentation in the context of points, however, an... |
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11,663 |
06-21-2010, 08:43 PM |
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Thread: Bone/Point movement in MeshEditor
Post: RE: Bone/Point movement in MeshEditor
No, selecting one point first using LMB and then moving it while having RMB pressed results in rotating the point (regardless of whether Move, Rotate or Scale modes are selected). Not selecting any po... |
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06-21-2010, 04:20 PM |
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Thread: Bone/Point movement in MeshEditor
Post: RE: Bone/Point movement in MeshEditor
And I'm sure the points are real happy about that. Still, though, I'm not actually using animations. As stated, I'm using the skeleton mode of the mesh editor, trying to move a second point using the ... |
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11,663 |
06-21-2010, 03:21 PM |
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Thread: Bone/Point movement in MeshEditor
Post: RE: Bone/Point movement in MeshEditor
(06-21-2010 02:24 PM)Esenthel Wrote: you asked about the Mesh Editor
Indeed.
(06-21-2010 02:24 PM)Esenthel Wrote: if you mean the Motion in the codes
I don't. |
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11,663 |
06-21-2010, 02:56 PM |
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Thread: Bone/Point movement in MeshEditor
Post: RE: Bone/Point movement in MeshEditor
(06-21-2010 04:26 AM)Esenthel Wrote: points are always moved as 1 point only
That'd be nice, but apparently they are not. If it matters, I'm trying to place a second point to a skeleton of a w... |
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11,663 |
06-21-2010, 02:19 PM |
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Thread: Bone/Point movement in MeshEditor
Post: Bone/Point movement in MeshEditor
In skeleton mode of the mesh editor, how can I move one point without moving ALL the points also by the same relative motion? |
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11,663 |
06-21-2010, 01:35 AM |
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Thread: Actor bounciness and mass
Post: RE: Actor bounciness and mass
(06-09-2010 02:53 PM)Esenthel Wrote: 1. ther's something like bounciness combine mode PhysMtrl::bouncinessMode
which by default is MODE_AVG (average of 2 bounciness bodies contacting together)
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5,044 |
06-09-2010, 04:04 PM |
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Thread: Actor bounciness and mass
Post: Actor bounciness and mass
This might be more of a PhysX issue, as I've worked with Newton before and encountered none of these anomalies, but anyway; regardless of what I set the bounciness of a material to that I assign to a ... |
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5,044 |
06-09-2010, 02:01 PM |
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Thread: Alignment of Objects in World Editor
Post: Alignment of Objects in World Editor
I noticed that in object editing mode of the world editor one can define an alignment - bottom, center, and top - for the x,y and z axes. My question is, what gets aligned to what exactly, i.e. what a... |
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3,720 |
06-05-2010, 03:54 AM |