Jump to content

Search the Community

Showing results for tags 'path'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • CGARCHITECT.COM
    • Forum Rules
  • MAIN FORUMS
    • News
    • Tutorials
    • General Discussions
    • Hardware and Technical Discussions
    • Off Topic
    • Pro Plan Members
  • VISUALIZATION GALLERIES
    • Best of the Week
    • Architectural Visualization Gallery
    • Work in Progress (WIP)
  • SOFTWARE
    • 3ds Max
    • V-Ray
    • Other Renderers
    • Other Visualization Software
    • CAD Software
    • Post Production Software
    • VR/AR/MR/Real-Time
    • Vegetation
    • Color Management
  • MISCELLANEOUS
    • New Member Introductions
  • SITE FEEDBACK AND SUGGESTIONS
    • Comments and Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Display Name


Country

Found 3 results

  1. I just can't understand why sweep modifier won't follow the shape, that's all. Here's the picture
  2. I'm attempting to rig a semi-truck and trailer to a constrained path. I experimented with the following instructions: Quote: I was just figuring how a normale trailer would work (and define its position/rotation). so what you need, is a dummy at the center of your middle axle of your trailers wheels (depending on how many axles, it's either the midle axle [uneven number of axles] or its between the axles [even number of axles]. call this AxlePivotDummy or something like that. Then you need a dummy at the pin of your trailer where it is hooked up to your truck (which defines where its going and everything). call this one PinDummy (or propably somethimg more meaningfull.). You link the PinDummy with your Truck (so it moves with the truck). Then you add a look at constraint from your AxlePivotDummy to the PinDummy. That drives your rotation of the Trailer. And now you need some sort of PositionConstraint for the Truck that is driven by the PinDummy. Not sure how exactly that could work, but maybe you'll figure that one out sorry, that it's just half an answer, but maybe it'll point you in the right direction (or anyone else ) http://forums.cgsociety.org/archive/index.php/t-1043208.html It seemed to work for me when I was using just two basic primitives. Here's the .max file: http://www.filedropper.com/trailer_3 However, when I tried to use the same method with the actual model, I can't seem to get it work. I must have screwed up part of the procedure or something. Here's the file for the complete model: http://www.filedropper.com/riggedtrailer_2 As you can see, I can't get the tail end of the trailer to follow the second dummy. Any thoughts as to what I 'm doing wrong? Any help would be greatly appreciated. Thanks in advance! I've also tried this: http://forums.cgarchitect.com/22505-train-truck-trailer-setup.html But the bone rigging didn't work for me at all.
  3. Hi, I Have a great script that convert maps and objects path to UNC path, for NET rendering. (G: --> \\NDH-FS01\Users, in my case). I need it to convert WEB file (Photometric IES file) path also. I tried to change the code but with no success. did someone know how to script that feature. -- converting path to UNC pathConfig.convertPathToUnc "\\NDH-FS01\Users" -- maps path for m in (getClassInstances bitmapTexture) do m.fileName = pathConfig.convertPathToUnc m.fileName -- set Render Output path rendOutputFilename = "\\NDH-FS01\Users" -- set Render Elements path re = maxOps.GetCurRenderElementMgr() for n = 0 to (re.NumRenderElements() - 1) do ( el = re.GetRenderElement n fl = re.GetRenderElementFileName n el.bitmap.fileName = pathConfig.convertPathToUnc fl --or... re.SetRenderElementFilename n (pathConfig.convertPathToUnc fl) ) -- XRef Objects path for obj in objects where IsKindOf obj XRefObject do ( obj.proxyFileName = pathConfig.convertPathToUnc obj.proxyFileName obj.fileName = pathConfig.convertPathToUnc obj.fileName updateXRef obj ) Thanks in advance.
×
×
  • Create New...