It depends entirely on the object as to the best way to unwrap it quickly and efficiently. Sometimes I'll use automatic unwrap and stitch. Sometimes I select a few edges and break then relax, sometimes I'll use pelt. Often with splines and other simple objects I'll leave it alone. I normally sort them into disorganized…
I agree! The only thing that took some adjusting for me was the way you assign individual verts to bones outside of envelopes. I was used to just selecting the verts, hitting Assign to Link, and selecting my link in the viewport. Took some adjusting having select the bone in the parameters rollout, then the verts, then…
Marshall Banana: apparently yes, out to Max/Maya/XSI. Might go out to others via OBJ export, not sure. Fuse: It's a snippet of maxscript that relaxes the UVs that you have selected in UVW Unwrap. Paste that line into the pink area at lower left in Max (the Maxscript Listener), select that line of text, then drag it onto a…
I tried the normal import function (Export works but import does not work): ExportFile filePath FileFormat:#USD Lights:false Cameras:false contentSource:#selected (V) ImportFile filePath FileFormat:#USD Lights:false Cameras:false contentSource:#selected (X) I tried the USDImporter function (But it returns 0):…
the unreal forums are largely useless in my experience - although tbf so are the secret developer ones if you want any info other than stuff pertaining to getting packaging working on whichever console they broke this week you'll get a folder full of crap when you build a project - exactly what the crap is will depend on…
I can't find a good way to set custom chamfer weights for edges in 3ds Max. In Blender it's very easy: there is bevel weight for edges or vertices, I simply set 0.0-1.0 and that's it. In 3ds Max I found three solutions and all are bad: By crease weight - doesn't give the same results at all (it chamfers not only edges, but…
I just published a script for the first time on Gumroad! It's not really flashy, but I think it can be quite useful. It's free (pay what you want), so if it looks interesting to you give it a shot! I'd love to hear any feedback you guys may have :) https://gumroad.com/l/uFUJK ----- The script is basically a set of tools…
Anyone know a way to hide viewport geometry when in the Unwrap_UVW modifier? When working in Editable Poly / Edit_Poly it's really easy to hide/unhide selected viewport geometry if it gets in the way, but I can't seem to find a way to do the same while unwrapping. You can hide selections in the floating "Edit UVWs" window,…
I'm surprised that nobody is talking about custom game modes yet! Personally I think custom game modes will be a great addition to the workshop. I've read this on http://www.ongamers.com/articles/dota-2-7th-march-patch-content-analysis/1100-1001/ Custom gamemode strings. + "game_mode_15" "CUSTOM" +…
Hello, I was wondering if other folks are experiencing the same issue. In the 3DO window, when you have a multi-grouped mesh loaded, there is a problem with 3DO picking a random group as it's default when you use display on "plane" or "cube" and displays the randomly selected group's textures. When you click the "refresh"…