Okay yeah, so you're right on about setting up the trigger, what you want to do now is have it selected, open up Kismet and in the right click menu select "New event using trigger_0(or whatever your trigger happens to be called)" and choose touch from this. Now this node will fire whenever the player touches the trigger,…
The new peel tool in 3dsmax2012 is pretty groovy. You turn it on and it attempts to relax, you can then define edges/seams and break areas to release the tension so it relaxes better. For example if you where to do a cylinder with end caps: You turn on peel, select the top/bottom and break, then select a vertical edge and…
Here, I put comments so you see how it works in case you want to pull blue and put in alpha or something... Tested on Maya 2010... //Your Selection Mode, we want vertsPolySelectConvert 3;string $myVerts[]=`ls -sl -fl`;for ($vert in $myVerts){select $vert;//We are getting Float values from the red "r" channel, that last…
Appreciate the new modelling updates. I don't think Maya users can get enough modellig updates! But from the previews it now looks like there are now two soft selection tools, two bevel tools, two bridge tools, three split selection tools and two cut tools now? (ie the Nex version and the now legacy Maya version)etc.. I…
We do plan to natively support "complete map" exports in the near future, for those working on older engines. I have a Smart Material that will do something similar if you'd like to try it out! :) Check my attachment. Simply unzip this to your *\Users\****\AppData\Roaming\Quixel SUITE\presets\Smart Materials\Custom folder…
Yea never been added to the UV editor. I've been after them for years to add it, I really hoped with the changes in 2012 that they would of added it but sadly they didn't. The crappy thing is they have the conversion functions tucked away in the selection menu, but its fuck-all brain bending to use. There might be a way to…
Also, I'm having trouble exporting my normal maps. I can clearly see the model has normal maps applied in the viewport. When I export my textures it seems like it leaves the base normal map out and only exports the details added from my layers. This all happened after I replaced all of the textures in the Textures Shelf…
You could do it with an Action then. Select empty areas, expand selection 1 pixel, do a Min (or is it Max) filter at 1 pixel. Repeat X number of times. Not sure if Min/Max work in 32bit though. Our wiki is migrating hosts at the moment, but you could search Google's cache for the Photoshop Tools page. It has a few dilation…
No offense, but I have a hard time imagining what this "debate" with your colleague sounds like considering that the summary given in the OP is barely understandable. "[...]reduces the polycount by removing edges based on an angle selection. In the end its just a bunch of ngons at a way lower count." I personally have no…
What lights do you have in the scene? What shading mode for the viewport? What material setup? Which version of Max? The view in Max will always be poorer than the view in Unity. I suggest exporting early and often. Use Unity as your viewport. Your leaves texture looks bad, can you show the texture flat? The stump seam can…