I know about the quickswitch key, but I'm saying if you use more than 2 paint brushes in your work flow you can't really quickswitch to an eraser brush. Perhaps you could add a setting to not constrain the eraser size to that of the current brush?
Well I tried clusters but it didnt work. Then I decided to look for some scripts which could allow me to do that but then I just found that maya has a feature called "point on poly" in constrain options and it worked well. I used maya 2011
Hello everyone, long time user here (Runner), here to bring you some good news :) Amplify Texture is the leading solution for virtual texturing in Unity and the only one ready for commercial and reliable use.Used in several projects, such as HARDWARE-Shipbreakers and RedFrame. Our virtual texturing, aka mega-texture,…
I'm trying to snap the verts of an object to the faces of an object behind it. But it's insisting on snapping the verts to it's own faces rather than the other object (because it's own faces are in front of the other object). Anyone know of a way to have snapping ignore itself? Like "Constrain to Background" in modo?
You need a "lock" on your rig, on Morpheus rig you have a "Lock mid" on the IK, when activated and constrained, you can't move the elbows or knees, this is how you can do something like you want ! Without this on your rig ? .......... Well, good luck ! ^^
love the script, but i do have a question: does it always constrain its proportions to a square when i change it? im trying to get it to render out at 1440x900 and its always 1440^2 or 900^2...or did i just miss something? thanks man!
beta is up, pretty fun so far. the terrain/rocks are some of the best and most natural looking landscapes in games I have seen. audio deisgn is stellar as well. vehicles feel a little too arcadey/constrained compared to bf, but the on foot stuff is fun as hell.
Nice one Haidda, that's a great breakdown. Can I add an attribute to the control curve and link it to the squash factor? Just makes it easier to change the squash without grabbing the transform handle every time, it also means I can constrain it to like -10/+10 or something.
hi i am working on a mech and have come to the unwrap, i have mirrored and reused as much as i can, however im struggling to fit everything onto one uv sheet and making sure nothing is pixelated, im wondering for a modern AAA game like titanfall 2 would they constrain everything to one sheet or is it more important to make…
Click Joint. Attribute Editor -> Joint Labelling -> Other and you can type in whatever you want. Make sure to tick draw label. Dont think you can name an ik handle. But just use the text tool and parent it under the ik handle. Can also do like a constrain against the camera to act as a sprite.