Ah right. The utility basically just automates the 'tokenize' command for this part. The tokenize script in maya basically looks for a "_" character, and then creates an array from each section of text in-between. So if you had a bunch of similar nodes called "left_foot_1_node" and you wanted to connect it to something…
I tried importing the head as a static mesh (ASE) but I couldn't get it to handle overlapping UV's so I ended up exporting the eyes as separate objects. Strangely enough it still thinks that either UV's are out of bounds or are overlapping for the head despite me triple checking in max. I deleted the eyes, applied a single…
Here is what I do... 1. Create your first uv in channel 1 (the one that will be textured.) 2. Save that uv. 3. Then set it to channel 2 and hit reset. then just hit flatten mapping. 4. Go back to channel 1 and load the first uv. 5. go into udk and check both uv's I think "0" should be your textured map and "1" should be…
Of course. So far if you loose wing sections, that part of the wing will no longer contribute to your lift, so that side will generally drop. Engine damage can also make your engine fuck up and either have to glide to an emergency landing[1] or crash Eventually (this is a part we are implementing right now), when the wings…
Here are some progress screens, had fun making the house using "modular" pieces, now to figure out the roof. I was thinking that the roof tiles would be instanced meshes in unreal, is that a good idea? Been actually experimenting in unreal engine, testing the lightmaps, I'm getting seams and been reading up but I cant help…
Ninja Dojo 5.7 updated for Black Belt and Grand Master. Can be found on Creative Crash and the Ninja Dojo Page 5.7 updates Ninja Dojo 1. Added constraints to the Ninja Dojo Toolbar on the main UI. This is now context sensitive. Ninja Mesh 3.0 1. updated translate, rotate, scale constraints so it is now context sensitive.…
I'm not entirely sure if you're suggesting to attempt to salvage a project by appending the contents of a file that can't be opened? Sometimes it works, but when the RNA structure of the file is broken it'll likely fail and there's pretty much nothing you can do to salvage it other than relying on different backups. I have…
Yeah this is an issue with old exporter. I think you can update the exporter even on old max versions. But just in case, here's a maxscript to add support vertex to handle vertex color/alpha by face, thanks to polytools3d on cgtalk. Has to be an editable mesh i think. ( fn BreakVerticesByColorAndAlpha node = ( mesh = copy…
That would be Lerp (linear interpolate) node based on the Alpha value. So Texture 1 goes to slot A (this corresponds 0 value or black), Texture 2 goes to B slot (1 value or white), and Alpha can be a constant 0-1 range that controls amount of the blend. For example 0.3, blend 30% Texture 1 and 70% of Texture 2. This is the…
I tried to get Chat GPT to modify the script to not only remove duplicate sub-object ids, but also remove them from the mesh, but it wasn't able to sort it out. Maybe someone who knows MaxScript could fix this? ( -- Get the selected object obj = selection[1] -- Ensure the object is valid and has a Multi/Sub-Object material…