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  • Posts

    • Done. With regard to the syntax highlighting, it's possible but it requires some hacking of the editors interface thing. I did it on the last version of the forum but forgot how. I'm pretty time constrained, but I'll try get to it soon. 
    • No matter what i try for whatever reason my constraints do not initialize in the dopnet. Ive looked at a lot of places for people with similar issues but they dont seem to apply to my situation. Strangely when plugged into the new sop rbd solver the constraints are initialized.  Problem with this is that the new sop solver, to my knowledge doesnt support advanced conetwist constraint relationships. In this file im practicing setting up a car collision. Its a very simplified version of that and i avoided using proxies so it was easier to grasp the fundamentals of setting everything up. I tried to just get the glue constraints to work in the dop before moving on to the rest but i cant even get past that. Any help would be greatly appreciated. im going crazy as ive spent a few days trying to figure out whats going on haha. Simple_Truck_Rbd_Example.hiplc
    • amazing file, thank you for the solution. 
    • Hi Alex, you probably already figured it out, but this option can be found under Preferences > General User Interface > Color Pane Headers with Network Contexts
    • redshift is a bit limited in this respect as it cannot use string attributes directly. one way how to do it is what Atom says, but with large amount of textures it would be quite hard to work with, as you need to remember what number is what texture, and connect large amount of nodes (one for each texture, which starts to become a problem if you have dozens or hundreds of textures).  another way how to go about it is to use Stylesheet, which is much more powerful, but also more tricky to setup. Basically you can create a string attribute that contains name of an image file per primitive, and then read it in Stylesheet a apply it in render time.   with mantra or karma, you can read string attributes directly in shader, which makes this much more simple and easy to setup.
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