Personally, I would put a scalexyz controller on your scale, then have a seperate float expression on the x y and z channels. Then say the X is the length of your bone, have a expression on there that factors in your distances in order give you lengthening/shortening. Then also have the fatness of the squash and stretch…
So when you xform the pivot you get 6 values in a list [x,y,z,x,y,z]. Since I just need xyz I say use from 0 upto but not including 3 for the list so I get xyz also called slicing. For more info: http://www.diveintopython.net/native_data_types/lists.html
Hi, I don't know exactly what's the purpose of this script, anyway I spotted a couple of issues x = vert.x/1 - vertz y = vert.y/1 - vertzshould be x = vert.x/1 - vert.z y = vert.y/1 - vert.z You may want to add a "with redraw off" context to speed things up and "with undo on" to reduce program granularity.
With an ever changing technology will this degree have an exparation date? " Like Ror said I hope those going in know its not a grantee of skill, spend X amount of money get Y job because X was spend. " -schools will hope that applicants will think otherwise. Yes I can't buy my way into a job! (see IT ind. )
Can't blame you, GSP is representing for you guys. I'm not so sold on Hughes x GSP though, cause I know GSP will win in brutal fashion like the last time. Wand x Chuck is actually much more of a tossup. Either way should be a great night of fights, hope Sokoudjou runs over Lyoto as well.
For converting in Xnormal use those RGB +X +Z -Y It's for obj export from Blender . I would apply transforms too , just in case. No idea if it works with fbx same way, probably needs different axis order. and if I am not wrong X normal doesn't do it right with exr , some gamma troubles. I did it with 16 bit png
By resolution we mean the texture dimensions, i.e, 512 pixels wide X 512 pixels high, 1024 X 1024, etc. So obviously more pixels=more resolution. I think you're referring to the opacity 100 from your screenshot? I recommend at least learning the very fundamentals of what a texture is. Have you looked on the Wiki here on PC?
suggestion. Pack all your flipbook textures into a single sheet x long by y high. Define it as one vertical image and X horizontal images. Then alter the UV's like so: [ame=" https://www.youtube.com/watch?v=6K8XMc6Z89M"]UDK Controllable Sprite Sheet - YouTube[/ame] That will allow you to select which of your 8 sequences…
artquest> I think HLSL has a simple flag to handle linear from what I've heard. Haven't worked with HLSL myself. When I author my shaders in mental mill I usually handle this manually by x^2.2 on the inputs I want to convert from gamma -> linear, then on the final output you want to convert back to gamma by x^(1/2.2).
To fix this you should use a aim object. in world up type, select Object UP. then create a locator and put its name in World up object. Then move this locator and the joint will aim correctly. But its easier to manually rotate the joint using the joint orient x, y or Z. At the picture, your joint seams to be rotate 45ishº…