I use Hex fairly extensively for morphs - ie taking an existing mesh and just pushing and pulling it without altering the vertex / edge / surface count.īut ATM I'm trying to create a "bridge" or "adaptor" between two different models and that requires me to add in vertices and edges and merge surfaces then remove superfluous vertices. When I imported my finished object into Studio, all the keyboard buttons showed up at once without resorting to instancing again, Studio-style.Ĭan anyone jog my memory as to how I might have accomplished this? Also if anyone here has knowledge of Blender, can the same thing be accomplished there? I say "instances" but in fact each button was its own unique mesh. Somehow I not only cloned and pasted the keyboard button, but with a single command in Hexagon created multiple instances and positioned each of them across the control panel mesh, each button perfectly aligned with a corresponding vertex in the mesh. Next I created a single keyboard button object and UV mapped it. The quads - or more specifically, their defining vertices - served as placeholders for where I wanted the keyboard buttons to eventually be positioned. So I created the mesh for the control panel first, then subdivided it quite a few times so that it was nicely quaded. Back a few years ago I set out to create a computer control panel with multiple keyboard buttons as its interface.
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