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#1 |
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Its together with the xyz buttons. Its a c after the z and when you click it, it opens the get axis button
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#2 | |
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#3 |
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Yea,you have to set the axis each time you want to rotate around the custom axis. Its not a bug, but how this works. I dont see much problem at the moment with that way, but maybe in the future it will remember the spesific axis
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#4 |
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.. yea, I meen something like selection box "Set C axis permanent" for object, and you could decide to use it or not ...
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#5 |
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One more question tbd .... please how did you make transparent windows on canopy, not complete transparent but with that slightly coloured "glass" look. I tried playing with textures, but unsuccesfully.
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#6 |
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Well, thats easy. Select the object you want transparent and choose a color you havent used on the model. Then rightclick that color and click edit material. In thewindow that pops up you see the transparency slider. You can also adjust color and stuff there. Just set the transparency you like and close. To get the transparency to work as it should you need to always keep the object at the bottom of the hierarchy. Just drag it down. Save and close Ac3d Reopen the model and there at the end of the materials is your new transparent material. I dont know why it is like that, it just is
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#7 |
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I happen to know the answer to that one. It's because AC3D is using hardware z-buffering. If the transparent object is drawn first, then it will already be written into the z-buffer as the "nearest" object, so the video card won't draw what's behind it at all. If the other object is already drawn though, the transparent object will get drawn on top because its nearer the screen than the object that's already in the z-buffer. The only fix for that is to sort transparent objects before sending them to the video card... which changing the order in the hierarchy does.
![]() See: http://en.wikipedia.org/wiki/Z-buffering Oh, btw, saw the boots and helmet in your other thread. Not bad! I like the helmet. I think the boots need more of an instep/side arch though, they're too symmetrical. |
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