PolyHertz: Oh I didn’t realize it was Qt based like Maya now. That’s great news It’s still an amalgamation of technologies, it looks like QT is …
I wonder if Max 2017 will offer any hope with this when we see it next week… the early leaked screenshots show and entirely new UI… there must have be…
I’ve put what I’ve got up on the offficial MCG facebook group, I’ll keep working on the quad part.
Yes, the tricky part however is getting the polygon face rather than the triangle face. I’ll take a look at this later and see what I can come up wit…
If you’re on Facebook join this group… Loads of help and discussion there… When looking for MCG nodes I find that I always press x then type in a *…
The biggest revelation about CA for me was when I discovered baseObject:off so you can put the CA on the Transform-node not the shape-node (I always p…
I wanted to keep it on the node rather than making it a scene global.
That’s an interesting thought…
I’m revisiting this problem again, as I don’t like the flattening it does. There are some times when we want a deep hierarchy. I came up with a nice…
Yeah a good few options better than mine there! I like the variable depth level from DenisT’s solution. Good work chaps, nice to bounce ideas about!
I knew there was a big thread about this somewhere
Perfect thanks Jorge!