Most definitely. I'm still in the process of refining it. Generally after some Polycounters give me feedback my stuff ends up looking completely different haha. I'm going to try to rework the joint placement system to behave more like how weights are applied to a selection.
whoa cool! read about that insect glaive... holy CRAP that sounds fun! I'm not sure how playable it'll be heh. The video there demos the features, seems kinda ok? Feel like selecting menu items will be a pain. May be rough on iPhone, but could be good on newer iPads?
Okay I was playing around with another script today and noticed the stepbackward script in my file menu/scripts...totally forgot about this due to the previous error. So I select it from the menu and it works fine, but if I assign it to a keyboard shortcut that's when the error comes up...
You can use alt-x which toggles on and off see through mode on the selected object. You can also animate the materials opacity 100% on frame 0, 0% on frame 1 and then use the "Forward Time One Unit" "Backup Time One Unit" hotkeys.
view menu > layers dialog right click on the first layer and select duplicate. not sure, but I think that even if the layer is hidden and locked it still has to be kept in memory, so i usually just duplicate a few times, or if i'm decimating then ill duplicate incrementally as I go.
thanks for getting back to me. it may not actually be related to the pathing. I need to do a little more investigation, but it could be related to the fact that I chose different texture resolutions per textureset. With Multi-Layer PSD selected it probably can't resolve the different resolutions into a single PSD
As a general rule, not just for faces, don't delete or subtract weighting. Select the bone you want to give weights to and add instead. When subtracting weights it divides up the weighting between all bones in the influence list. This can lead to unwanted results. Remember, just add weights.
You can just select vertices you want to move and then use (in Edit Mesh menu) the Transform tool. This creates also a history node which you can find in Attribute Editor after applied where you can imput Local Translate values you need.
Looks so much better! make sure you have more Ao in the mouth area, its looking a bit bright at the moment. you could also probably bump up the glossiness in selected materials quite a lot, like mouth, metal parts, teeth, that kinda stuff.
In the UV editor you can use 'Seams from Islands', then select the seams and mark them as sharp edges. As to your issue I baked Blender files in SP in about every possible configuration and never had any such problems, make sure your UVs are fine themself.