Bronco: I don't feel like enabling Flash right now but I don't need Flash to know it's one of those stupid "scream" jokes. Even Penny Arcade is funnier (and Penny Arcade is less funny than a car accident)!
Paste this into your listener, and drag and drop onto a toolbar to make a Macro:if modpanel.getCurrentObject () != undefined then( modpanel.setCurrentObject selection[1].baseobject --if classOf (modPanel.getCurrentObject()) == Editable_Poly then (subObjectLevel = 1) --demonstration of how you can make it do other stuff,…
Anyone have any good plug-ins for Maya that enables pelt mapping ? I know max has this feature built into it, but I want to strictly work in Maya atm. if anyone has any idea or if you can send me in the right direction that would be greatly appreciated
hello. i am looking for a good plug in that enables soft selection when animating uv's. i have an ancient turbo UV plug....but the soft selection doesn't work. anybody out there can get me up to speed? thanks still using max 8
Wwen importing a FBX Mesh into UDK There was an option under static mesh->advanced for enabling explicit Normals. This option is no longer available in the September release of UDK. Explicit Normals are used for foilage and for the technique described here: http://www.3dmotive.com/exportingqualifiednormals.
Wireframe can now be enabled for the final render (go to Render Object and click the gear next to Full Composite), and for each viewport independently, click the gear icon in the VP to adjust wireframe. This has been confusing to some users so we may simplify it in the future.
Roughness/Gloss should have SRGB off, I've noticed marmoset is ever so slightly different but not as much as your GIF. What do your maps look like? If your editing them in photoshop do you have SRGB enabled in the gamma options?
If some of your keyboard shortcuts mysteriously stop working it could be that you have "Keyboard Shortcut Override" turned on. That will enable any sub-menus short cuts (like edit poly or the UV editor that have specific shortcuts) to override the max default short cuts.
Mark Dygert probably has a post about this somewhere. Did you try a search? But IIRC it's something like this... 1. Put the character into the bind pose. 2. Turn off the Skin modifier. 3. Scale the root bone. 4. Re-enable the Skin modifier.
Its working correct. You enabled fresnel reflections so the reflections depend on the viewing angle. When you look straight on the material there are no reflections, at low angles you got high reflections. On the right side you can see that the cube reflects the ground and the sky.