just spent like 10min on getting the legs started. Still looking for crits on the head [ame]http://www.youtube.com/watch?v=XY2Sisoll30[/ame] edit: just a little more this morning [ame]http://www.youtube.com/watch?v=8vF-JSurBnM[/ame]
IxenonI: Thanks, I didn't know about the component editor. That's useful... however I'd still like to be able to have the values show up in the XYZ fields at the right of the Status Line, just so I don't have to have the Component Editor floating around all the time. I guess I'll have to script that myself. Pretty much…
Let's see here. Off the top of my head: [ QUOTE ] First there is orientation alignment of bones. When you have for example three bones in the forearm (one for the elbow, two for the twist) you want them to be perfectly aligned. In max you could simply select a clild of the elbow and align it to the parent's orientation.…
Ah well yea biped... humm... well that explains the keys sliding forward and back together. Welcome to biped. They mean you can't move X away from Y and Z. You can slide XYZ all together past other keys. They also mean this will always be a restriction of biped don't expect it to ever change. What I do (besides curse biped…
That's what i do in Silo, xysdf, it can work to add detail, flatten stuff, smooth out things, etc... it's really nice. I hardly ever use any curved brushes these days. Nice rock!
Hey thanks guys - glad you all dig them Bryan - jesus.. long time no see. How ya been? Still at Nerve? Nice work on your new page... Ruz - you're not the first I've heard complain about those suckers. Actually, when I was testing stuff in that phase of the game (errors with Pierre in that scene), it wouldn't take too long…
I dont whine on boards & IRC, but I do frequently ask "what is the shortcut to XYZ feature" or "how do I...?" instead of "googling it" or reading the included documentation. But I don't slag other programs.
Looking pretty awesome! Not every edge needs to be scratched exposed metal. You can highlight and pronounce edges in other ways. A slightly lighter diffuse edge with slightly brighter spec works great. When you have ever edge damaged not only does it stop making sense, but it starts to become noisy. A good way to do damage…
ok although you dont need this I will post it anyway because I prepared it anyway so: here is a code snippet that will read out your texture vertex points if you have a UVWunweap modifiert attached:obj = selection[ 1 ];if (classof (modPanel.getCurrentObject()) == Unwrap_UVW) then ( local uv = selection[1].modifiers[…
[ame] http://www.youtube.com/watch?v=NLTRQrsgfmk[/ame] [ame]http://www.youtube.com/watch?v=xYPtGszp0D4[/ame] [ame] http://www.youtube.com/watch?v=UBLOvSb56Vc[/ame] [ame]http://www.youtube.com/watch?v=D6d4wwfDMA0[/ame] Love the mood of this track. The Eve online soundtrack is definitely one of my all time favorites. [ame]…