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  Thread: Question regarding APP_NO_FX
Post: RE: Question regarding APP_NO_FX

Me too, while we're at it.
decline Support 12 6,373 07-10-2010, 04:56 PM
  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...
decline Support 13 6,705 06-21-2010, 08:43 PM
  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...
decline Support 13 6,705 06-21-2010, 04:20 PM
  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 ...
decline Support 13 6,705 06-21-2010, 03:21 PM
  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.
decline Support 13 6,705 06-21-2010, 02:56 PM
  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...
decline Support 13 6,705 06-21-2010, 02:19 PM
  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?
decline Support 13 6,705 06-21-2010, 01:35 AM
  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) ...
decline Support 2 3,021 06-09-2010, 04:04 PM
  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 ...
decline Support 2 3,021 06-09-2010, 02:01 PM
  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...
decline Support 1 2,307 06-05-2010, 03:54 AM