@Yadoob - This is very cool and will have tons of use for future workflows as deferred decals become more common place. I showed it around the office and others were excited about it! Waywo - We would gobble up a well constructed maya script that mimicked this! [Edited to be more constructive]
You don't think I'd make a gladiator game without the audience launching random weapons and items into the arena sometimes, right? (Especially now that item picking up & dropping is in the game) So I wrote a little "launcher" script! Making great progress the last few days
duplicate, subdivide and delete history only on the new object. i actually dont mind this but that is because i actually use the extra geo for writing vertex colour information too since i calculate my curvature with a maya script that writes the date into hte hp's vertex colour.
you guys should grab this, afaik its not considered a cheat or anything, just a couple client-side scripts that chill movement out a little indoors and around corners. [ame="http://www.youtube.com/watch?v=EMsRa-7Zb0U"]STMovement - Collision & evasive fixes for ArmA2 - YouTube[/ame]
hmm.. gotcha So I think for the special cases when using counter-clockwise order is restricted there must be a script or something that reorder UV texture coordinates wich are stored on the surface mesh for a particular face without physically flipping the whole UV shell on the U or V direction.
I havent tried it but if your isolate select is on a shortcut you could probably add this code in front of the isolate code. So your shortcut runs this then isolate. Though shelving it is easy as well. It continues to work until you close maya, then you will have to run the script again.
I wish they did, it'd simplify matters dramatically. There seems to be a distinct disconnect between the painter team's goals and the goals of the designer/SAT teams. Painter is an arse to integrate cleanly into a pipeline - massive binary files, not using python for scripting etc. Do not make for happy tech artists
Demon dude: SOMETIMES THE HERO DIES Death: Then so be it. Shoulda said, "I'M NOT A HERO" Aside from the fact that they didn't get my OK on the script, I can't wait for this game! Also glad it's coming out before Borderlands 2 :) Gonna need some time for that one.
Thanks for your answer. Digging more on the topic what I'm searching for is procedural texturing, manageable from external scripts. In my research I find only a couple of software able to doing so, all of them node based, so I suppose no luck with Megascans materials.
I've seen some really nice stuff made with Gamemaker, but I'm sure you'd need to learn some of the scripting for that. If you're not wanting to mess with any type of coding you're going to be pretty limited, but Gamemaker seems to be a good choice for that (I haven't used it much myself, though).