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Showing content with the highest reputation on 07/20/2024 in all areas

  1. Folks, we have new July release - 2024.5 https://www.maxon.net/en/article/maxon-one-july-release-includes-a-variety-of-beneficial-feature-updates New Features Modeling Split Command defaults to not keeping polygons in the source object Simulation Improvements towards auto generated connectors Translations of parent Connectors are applied in the local space Pin connectors inherit the orientations of the Rigid Body Gathering Connectors in a Null object and moving without affecting relative position Connectors now support Colliders simulation type Connectors support for Spring and Motor Object Spatial sampling location when using MoGraph tags now follow the movement of the connectors The default orientation of Ragdoll changed where the cone points vertically Volume Grid list inside of a volume fieldlayer to choose which grids to sample Particles Cloners and Arrays support Basic Particle Emitters and Forces Collider Modifier has an “iteration” parameter Surface Attractor splits out the strength parameters to Attract Strength and Follow Strength Surface Attractor adds a slider to impact the Object Velocity Strength influence on particles Field Sampling Variance parameter in particle simulation settings Particle Group and External Cache export and import scale support Reproduce Emitter colour options match the options in other Emitters types Math modifier input value field shows Degree units for operations Sin, Cos, Positive Sin, Positive Cos, in Constant source Mode Redshift When Redshift is enabled, Redshift Camera is created when using: Motion Tracking Camera Calibrator Camera Morph Camera Crane Motion Camera Exchange Alembic Points object can be imported as a Particle Group Options added to use custom Alembic export settings for the baking. Scene Nodes Split Node - Based on the Split Command Disconnect Node - Procedural version of the Disconnect command Align Nodes in the Nodes Editor Outline Spline Node - allows artists to procedurally stroke or offset splines Points Modifier - allows artists to use simple node networks to easily make your own modifiers/deformers General Improvements Undo History now accessible within the File Menu For Nodes people or ones that want to try, there is a Points modifier which is really great 🙂
    2 points
  2. Applause from the gallery 🙂 CBR
    2 points
  3. Every little step towards standardization of 3D assets across DCCs is very welcome. I hate buying assets with sub-par quality just because I'm used to the 'wrong' DCC. Go Material X, Go USD! Go all standards! 🙂
    1 point
  4. Not to be confused with your regular domesticated animal.
    1 point
  5. Not really ! The whole OM is rather built around the principle of dragging things about with a mouse, which although in most cases is its best feature is also its biggest curse for these vast unorganised scenes we tend to get. All good tips so far. We should also mention the ability to open more than 1 OM at once so that one can always be scrolled to the top, making dragging things from the other involve less upward scrolling, and also the use of modifier keys when expanding or opening multi-level folders / nulls to speed up readability. My approach to these things is much like EAlexander's above, I try and use rectangle select in the vp to grab groups of things that seem to belong together, Alt-G them, name and hide the group, then rinse and repeat until there is nothing left in the vp. CBR
    1 point
  6. Two things I do to save my sanity 1) Add "fold all" as a button to the UI right next to the object manager. I am forever delving thousands of objects deep into the object list after a while of unfolding stuff it gets longer and longer. Fold all keeps me sane. 2) Lazy nulls. So your issue is that youve selected a bunch of stuff in the scene. Maybe its 500 objects down, maybe its 20 folders deep. Who knows. What I do is I add a null. Name it something unique and easy to spot, "xxx" usually works. Now copy and paste it 10 times. What you can now do is go off and select all the stuff you want to organise, in the object manager or 3d view. Then when you're done and want to drag them all to the top, or into a folder, is click your "fold all" button to clean up the object manager. Now CTRL click one of your XXX nulls so it is selected. What you will find you have is all your selected objects and a nicely positioned XXX null at the top of your list. Just drag the XXX null where you want it and all your selected objects will come along for the ride..
    1 point
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