In your Tools/Selection preferences, you can activate Raycast in Shaded mode. That way, Rectangle behaves like Rectangle-Raycast.
Other than that, you can also create a short custom script command that activates the desired selection tool and component filter, and map that command to a key.
Search found 281 matches
- 02 May 2013, 17:52
- Forum: General & Troubleshooting
- Topic: Changing the Default tool used by Component selections
- Replies: 3
- Views: 510
- 29 Apr 2013, 23:26
- Forum: News
- Topic: Soon: improved Area platform
- Replies: 25
- Views: 4500
Re: Soon: improved Area platform
Try clearing your browser history.AceMastermind wrote:I can't even log in to the Area anymore, they seem to have wiped my account.
- 26 Apr 2013, 22:26
- Forum: Open Discussion
- Topic: small annoying things
- Replies: 48
- Views: 4538
Re: small annoying things
what about the middle unwelded section... I really dont mind, but I know a bunch of picky modelers who do Instead of scaling an instance by -1, use a clone and apply a Symmetrize op. The Weld option is on by default. Make the clone unselectable so that you are only working on the original. To avoid...
- 26 Apr 2013, 17:47
- Forum: Open Discussion
- Topic: small annoying things
- Replies: 48
- Views: 4538
Re: small annoying things
yea, like multithreaded repeat, right? how that happens when one guy in a few months making his own node system with multithreaded repeat loops and the team of programmers can't do that for existing architecture for several years? Repeat nodes are already multi-threaded. Turn on the timers and comp...
- 25 Apr 2013, 17:44
- Forum: General & Troubleshooting
- Topic: Selecting through gizmo
- Replies: 2
- Views: 416
Re: Selecting through gizmo
In your Tools/Transform preferences, you can set Click Outside Manipulator to "Select Tool". However, you still can't click between the axes because then Softimage thinks you want to move along the plane. If you want to be able to click between the axes and don't care about being able to m...
- 19 Apr 2013, 22:28
- Forum: Modeling
- Topic: what the different between bent normal and normal ?
- Replies: 1
- Views: 603
Re: what the different between bent normal and normal ?
They are used for completely different things. Normals are the vectors that are perpendicular to the geometry's tangent, and bent normals are an acceleration technique for ambient occlusion calculations. Bent normals are the average of the unoccluded rays cast when calculating AO. Just about any gam...
- 19 Apr 2013, 21:59
- Forum: ICE
- Topic: Strands in Soft 2014?
- Replies: 4
- Views: 1062
Re: Strands in Soft 2014?
Wrong in what way? I'm getting strands to render fine here. Note that the sample scenes in the ICE subdirectory weren't set up for rendering but for showing the ICE side of things. In particular, in the Strand_Dynamics_Hair scene mentioned on the 3Delight forum, all the lights have their Render Visi...
- 18 Apr 2013, 19:09
- Forum: ICE Compounds
- Topic: Instances to Mesh
- Replies: 21
- Views: 18906
Re: Instances to Mesh
I'm in need to use this technique but for some reason Its not working. Trying to figure oout by myself but is a little daunting. Since i'm not that skilled on ICE i cannot quite understand what I have to do here. I've created a simple scatter of some geometry on top of a torus. Now i want to conver...
- 17 Apr 2013, 23:47
- Forum: Simulation
- Topic: leanring ICE rigid bodies
- Replies: 5
- Views: 1431
Re: leanring ICE rigid bodies
It depends on what you are trying to do. The non-ICE rigid bodies allows for more accuracy (exact shape for both active and passive objects) but it requires more objects in the scene so it makes sense if you have not-too-many large-ish objects to simulate, e.g., barrels falling and rolling. ICE part...
- 16 Apr 2013, 18:35
- Forum: ICE Compounds
- Topic: Instances to Mesh
- Replies: 21
- Views: 18906
Re: Instances to Mesh
Glad you got it sorted, Rob, but I agree that does sound weird. If you get a chance maybe you can post a scene and I can take a look.
- 15 Apr 2013, 23:30
- Forum: ICE
- Topic: how to evenly spread particles generated from vertices?
- Replies: 2
- Views: 633
Re: how to evenly spread particles generated from vertices?
I'm not sure whether this is what you are looking for but take at Julian Johnson's dart-throwing stuff: http://julianjohnsonsblog.blogspot.ca/2 ... -maps.html
- 10 Apr 2013, 19:02
- Forum: ICE
- Topic: global transforms (symmetry)
- Replies: 2
- Views: 544
Re: global transforms (symmetry)
Softimage has a special method of scaling called "hierarchical". You can see the math behind here if you scroll to the bottom: http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/transforms_ScalingObjects.htm,topicNumber=d30e53640 The idea behind hie...
- 10 Apr 2013, 18:53
- Forum: ICE
- Topic: How to deform particle instances along their paths
- Replies: 6
- Views: 1139
Re: How to deform particle instances along their paths
Exactly. The quickest way to see this in action is probably to open the Particles_Strands_Fishes scene in XSI_SAMPLES/ICE, then get a cylinder with a reasonable number of subdivisions, connect an Instance Shape node to Shape port of Emit from Geometry, instantiate the cylinder, play through to the m...
- 09 Apr 2013, 23:32
- Forum: ICE
- Topic: How to deform particle instances along their paths
- Replies: 6
- Views: 1139
Re: How to deform particle instances along their paths
Use Generate Strand Trails with Loft Shape Along Strand set to true.
I've never used emFlock but they should work together as long as Generate Strand Trails is connected after the Simulate node.
I've never used emFlock but they should work together as long as Generate Strand Trails is connected after the Simulate node.
- 06 Apr 2013, 00:41
- Forum: Rendering
- Topic: displacement issue
- Replies: 2
- Views: 691
Re: displacement issue
It's the middle gray that's causing that. You need to connect a Scalar Change Range between the Color to Scalar's out and the Displacement port so that the middle gray background gets mapped to 0 and the black to negative values. BTW I really wouldn't use JPGs for this as the lossy compression can c...
- 03 Apr 2013, 00:19
- Forum: ICE
- Topic: Trigger by name(s) or partial name(s)
- Replies: 12
- Views: 2523
Re: Trigger by name(s) or partial name(s)
Store a custom integer attribute based on the shape that each particle is using. For example, if you are using a group for your instance masters, then store whatever is plugged into the Instance Shape node's Index port. Then you can use that integer to distinguish between differently-shaped particles.