Hmm after a while using it, there is some situation where max throw an error though, it's when an object with the transformation locked; something like target camera/ target light where it's rotation is locked..is there any way to exclude the name pattern with "target" at the beginning of it's class name in the maxscript?…
Oh maybe because you're using the old Displace modifier? Which renderer are you targeting in Max? If you're using V-Ray, it's better to use the VRayDisplacementMod modifier.
I usually work with layers in ZBrush as a non-destructive workflow. But I would like to be able to erase sections of a layer, not the whole layer itself if I need to. How can I do this with Morph Targets...I think theres a way. Can I store a morph target on each layer?
In unreal script hook the TakeDamage function of your target class object to a scoring routine. Have it pass along the hit location. Just be sure to make your target's center point/origin at the bullseye. In the code get the distance from the object's origin/position in worldspace to the hitpoint in worldspace. Feed the…
Here's a design for an inverse dart-type gun. Instead of shooting darts that inject chemicals, It shoots spikes that drain the target of blood/bodily fluid. It's designed to be relatively small, but very destructive to the target's body. Shape ref/inspiration: First lineup of silhouettes: Projectile concept: Each spike…
60% there ... I wonder what their target number actually is. Maybe they'll just magically bend the numbers at the end to reach the target more easily :)
Lets say I have a low poly mesh I want to detail in z brush. If I were to make different versions of the low poly mesh for morph targets. could I apply the alterations in z brush to my new low poly meshes to make a bunch of high poly morph targets ? would they still be valid as morph targets?