Illustrator :: How To Create Poly Coords For Each State
Jul 25, 2012
I have an ai file containing a U.S. map with each state on its own layer and path. I need to be able to create the poly coords for each state for use in an image map.
My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.
I created a very simple two poly object and then deleted my construction history and now I cannot seem to create a new polygon in the scene unless I turn off interactive creation.
If I choose create>sphere etc the little sign that says drag on grid appears but when I do nothing happens. I made a new scene and did the same thing and I don't have the same problem so Im not sure why in this particular scene.
I cant figure out how to add 3rd action on my button, to show an active state (basically freeze the buttonts opacity until the next button is clicked) while this portion of the stage is being visited.
Trying to us SURFPATCH to create a surface from a closed 3d poly (with SP1.1 applied)
The 3D poly on the left worked correctly, but when trying SURFPATCH on the right (axe head shape) the resulting surface id rectangular - why? looks like I will need to revert to EDGESURF - for now
URLs....every tool useless without closing and restarting Photoshop.It always happens for me after the computer has been in sleep mode, although I have seen it occur out of nowhere from a fresh boot.I'm using a completely generic 3 button MS optical mouse with the generic MS driver, no other programs on my machine suffer from completely random mouse coords, including Photoshop CS3.
For replying with 'check your drivers': URL....
Here is the full system info for my machine:
Adobe Photoshop Version: 13.1.2 (13.1.2 20130105.r.224 2013/01/05:23:00:00) x32 Operating System: Windows 7 32-bit Version: 6.1 Service Pack 1 System architecture: Intel CPU Family:6, Model:7, Stepping:6 with MMX, SSE Integer, SSE FP, SSE2, SSE3 Physical processor count: 2 Processor speed: 2493 MHz [code]....
I've created my blend shapes and in the process of creating states for for the master button control. When i assign a state the slave mesh moves from it's position far off into the scene but the the state is applied to it. My question is how do i get the slave mesh to stop moving when i create a state and assigning it?
My father in law is a civil engineer but works everything out on paper. I'm convinced there is a better way (using autocad). I'm competent with computers but never used autocad in my life and I'm not a civil engineer.Before starting setting out on site, he is given the proposed layout, based on 'National Grid Co-ordinates' (in the UK).
Currently he's working on a carpark which is a nice grid but on a different axis to the national grid coords. To make things easier, he picks a coordinate and labels it Easting 100.000 & Northing 100.000. From there he converts the coordinates given to values relative to this 100,100 coordinate. He does this on paper.
I have excel tables that contain 4 columns of data.
The Y co-ords pf the required object The X co-ords pf the required object The rotation of the required object The object number
What would I need to do to insert a block at the coordinates to the rotation shown then have a leader with the point number labeling the block (but the text not be rotated to the angle of the main block.
I have a state map that is made up individual vector files of each county in the state. They are grouped together. I want to make it seem as if though there is more space between each of the counties as if there they've all been separated just a little bit more than. Is there a way I can do this efficiently in Illustrator? I'm working in CS 6 on a mac.
Is there a way to recall a editable poly set and or a uvw map? It seems like I have to always re select them if if i want to modify a map.
Here is what I dont get, I have a box converted to an editable poly. With all of the polygons (faces) selected on one side, I assign a uvw map and successfully assign a map.
So I proceed to the top of the box and repeat the process and what? The entire cube takes on my "assign material to select" and I only have the top faces selected. What the heck is going on here. This is happening in 2013 and also 2012.
I have a diamond model I built (editable poly) and it is sitting on a pillow I made (garment maker, cloth- also editable poly) Ok so there has got to be an easy way to make the diamond sink into the pillow. I have been playing around with conform space modifier for hours now and I can make basic shapes change but it will not effect my ed polies and also I dont know if this is working the way I imagined anyway.
Am trying to cut a circle into my geo but i cannot cut between vertex, its snapping to the vertex, and i currently don't have snapping on is their another option for the cutting tool somewhere?
what the best way to project a spline onto a edit poly 3d surface. i would like to maintain adjustability of the spline and have it morph an instance projection onto the surface if possible.
I have created a big spline. When I tried to "Convert to poly", it doesn't work. Usually, as result, the spline appears with a filled. In my case, the spline disappears. I thought it might be because the spline is not closed, but it is correct.
When in vertex, edge or poly mode, usually I was able to switch between them by pressing number 1,2,3,4,5. What also was useful, is if for instance I press the same number twice, then I would exit the sub mode. This was very useful. Now in this version this option is disabled by default, similar to the zoom extense all, but I was able to changed this in the UI settings.
Imagine that you have couple of spheres in your scene and you want to manually rearrange them. You click on one and immediately drag your mouse to move it, and it works just fine and fast while they are sphere primitives. But, if you convert them to edit poly things get messed up, now if you click and start to drag you need to wait for about a second for the thing to start moving. And it's the bloody edit poly's fault. It's command panel UI is just drawing too slow. Why is this? Is this something that just is in max now? Because the same thing annoyed me in 2011 and now in 2012. Or is it me who is doing something wrong? Also interesting is that this problem completely disappears when I add some modifier with a "small ui", like PUSH, to all of the objects. Everything is back to fast and snappy again.
This slowness also happens when I want to switch sub-object levels, it redraws every time, and it redraws slowly.
I'm trying to model glasses. I have completed the frame and the handle. They are different parts of the 3D object. [URL] ...
Now I would like to connect them together. I tried to choose some vertixes and use cap poly tool to cap them. But it doesn't work: [URL] ....
Then I tried to move those vertixes close to each other and use the weld tool but it doesn't work either.
I have had many problems connecting different objects together with cap poly and weld vertixes tools in the past and now I would like to know is this a bug or what I'm doing wrong?
I have a problem when im modeling on 3ds max 2011.
For example, i go to "create" then "geometry" and then "box". While Im creating the box, i can change views with de P key (perspective), T key (top view) etc... or maximize my viewport o miniminze it (alt+W)... but if a apply an "Edit poly" modifier to the box, i cant use any of the shortcut key , because they have other effects...
Is there a way to use the shortcut key while i have "edit poly" modifier???
Really big scene. 17 Million polys. First of all...17 million is not displaying correctly. (See image) There is an extra digit at the end.Second, when I select an object, (since 17 million takes up so many spaces) I can't properly read the poly count on my selected object.
Any way to change the spacing or size of the font?
I m creating geo eye lashes with curves. I extruded the curve into a poly but I want to taper the end so it looks more like hair. Looks like there has no option for me to do that unless I line up a flat geo at the end of my curve, then extrude along the curve. But it'll be a painful process to line up a polygon to every single curve I have.
I have another newbie question. How to select visible polygons only in the Edit Poly modifier? Now I can only select through the object. I can't find an option to turn it off.
3ds Max Design 2013 Student Version PU6 iMac 27" Quad-Core i5 2.8 GHz 6 GB RAM ATI Radeon HD 5750 1 GB VMWare Fusion 5 / Windows 7
Basically I want to create a WP selection set from an existing polyline that the user picks. The selection set should select everything inside of the closed polyline.
Here is what I have so far:
Dim acDoc As Document = Application.DocumentManager.MdiActiveDocument Dim acCurDb As Database = acDoc.Database Dim acEd As Editor = DocumentManager.MdiActiveDocument.Editor '' Start a transaction Using acTrans As Transaction = acCurDb.TransactionManager.StartTransaction() '' Lock the document Dim [code]........
I cannot seem to get a 3d collection of points from a polyline. I have tried a few different things like converting the polyline to a polyline3D, but no luck.
My assumptions are that I need to get the collection of vertices from the polyline. Then, I need a new collection of points to create the Window Polygon. I pass those points to the Select Window Polygon method to get my selection window.
I'm using CS6 (x64, windows), and I'm extruding vectors by a few points to make 3D models of decorative walls for our modelers. They've constantly told me that there are far too many polygons in the models that Photoshop generates (mine are averaging between 20,000 and 30,000) and that even 3DS Max's "optimize" tool can't take it down to a really managable number (generally they only get them down to around 10,000).
Is there a way to reduce the number of polygons in models generated this way in Photoshop? Even the super simple ones that I extrude (with no curves at all) end up containing around 8,000 or 9,000.
so this is the most annoying thing ever. I have a subdiv. i turned it to a poly (to get rid of the bloody shell in render view, i dont even know why its showing) when i did this previously, the shell went away when it became a poly, now its not. I'm new to how subdiv's work so am i missing something?