Besides looking at baking with mental Ray.. maybe dissecting these two old convert to file scripts might give you some ideas? Download copyConvertSolidTx.mel and performConvertSolidTx.mel ( not sure if they still work ) old school: The original Gamasutra article circa 2001:…
I don't think reactor does what you think it's doing...though I don't know for sure. Anyway, maybe you just want to auto-generate a convex hull similar to UDK and be able to edit it? Try this out for size -> http://www.scriptspot.com/3ds-max/scripts/convex-hull
It all depends on how expensive the use of alpha is in your game-engine. but I would have done it with an alpha in this case, picked one of the links in the chain and baked it to a plane, and used that with a chain-maker script (which you can find easily on creative crash for example), to create the low-poly chains.
Sad to see this. But there must be / is a way to counter this. As much as we complain we are doing just that. Create worldwide union and go independent. We are those who create the content from script writers to all sorts of cg artist. Imagine, if we worked as one, we could be in way better position.
i'm not sure how your script works but if your going to do this sort of thing a lot look into vertex reordering and localized vertex reordering. thats how film studios deal this sort of thing. and there is a lot of morphing and remodeling in that environment. your morphs have a nice personality to them regardless, kudos.
I think that vehecles arent rigged ingame but scripted to behave giving the input (acceleration + wheel direction) so since this seems to work in max you have the right solution (the concept of that) maybe making it controllable by the inputs usually used ingame (lets say a stick of a joypad) and you're really done with it
The game engine is Unity. As for programming, my skills are rudimentary and years out of practice. So I can't really help you there. I'm using a visual scripting system called Playmaker for this. Everything I've done for Pseudoburger was made that way. Here's a link to their website in case you're curious:…
Normally this is fixed in Maya 2012. If you're using an older version of Maya, I recommend this plugin which copies 3dsmax's inset behaviour, it's also nice because it's fully interactive, like in Max: http://www.creativecrash.com/maya/downloads/scripts-plugins/modeling/poly-tools/c/maya-inset-tool
So would it be too much to ask for a material that makes an object always try to point one of its axis to world-up? Also why does any of this require scripting at all? Isnt this functionality that should have been in UDK since the first build? It's been used in games since 1997.
great responses! I'd also recommend C# and Unity if you really want results quickly. I've seen people coming from scripting language or from the art creation side and both were able to really quickly get into it and prototype simple game designs with very little learning effort.