Use Edit Mesh > Add Divisions, set the 'Add divisions' radio button to 'Linearly', and change the U or V values to 3 in the linear controls. It'll be one or the other you'll need. Select your face and go. Easy, 2 seconds setup.
And then the cinematic fades out ... the camera pulls back ... and it's time to push that one analog stick forward, making that girl run down a linear corridor like a retarded 12 year old with a stick up her ass. (unless proven otherwise :D )
I wrote a FPS control script for Unity particles, since unity by defaults hard codes a smooth linear interpolation to all the particle effect stuff. Easy to set the frame rate now... Works on any and all particle systems. :D WHOO!
I'm going to guess you're using color management on this pass without linear space. https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/Maya/files/GUID-115A5BCB-5B99-41A5-BA1C-D055E7068157-htm.html
If anything they should be pushing their date back because of GW2. I think when people start playing GW2 and realize how good it is they'll think twice about ever going back to WoW's repetitive design, mechanics, and linear gear grind.
Go to the shading tree, add layer > render outputs > geometry > shading normal Then you need to make sure in render output properties of shading normal you got 'remap pixel values' * on *. Bake, and save your map in a linear color space.
I don't think they're going to be able to change time at all. That's the rule they put in place. They're needed in the past so they can do exactly what has been done. We're just witnessing a linear time line through their eyes.
One thing usually not mentioned in this approach is that real world cameras have barrel distortion, while most virtual cameras are purely linear perspective. Matching is pretty hard without this. Some renderers can add this distortion, but I haven't seen any realtime viewports that do it.
When creating in maya 2015 'sun and sky' it would create a node called 'mia_exposure_simple' which would gamma correct the sun and sky into a linear workflow but now it doesn't, anybody knows why? and also what does the multiplier category under mia_physicalsky do? what does it control?
Well since im trying to learn this system coming from softimage Im having trouble wrapping my head around: Making the com (bip01_pelvis) change the keyframe type from linear to stepped, i can do it to the rest but it seems i cant get at the right bit in the curve editor if that makes sense?