By default unity will name materials based on the diffuse property of the exported material. I use this script so that all the names are the same as the material names inside of maya, this way any texture changes wont create new materials create a new .js file and place this in a folder at the root of your project called…
I finally got Vista installed and running, so I just wanted to come back with an update. I can now confirm that Max 8 DOES work on Vista.... well, it opens and allows me to work on my models. I don't know if any uber level stuff works (like scripts and such) since I still work with the basics, but I don't see any reason…
I had some roommates who watched DS9 through about every month. It was indeed enjoyable, though the messiah stuff near the end kind of annoyed me. TNG I've always been a fan of. Lots of good actors and scripts. Didn't watch Voyager very much though. TOS haven't seen but a very few eps. Enterprise haven't seen any of it…
Just installed Unity 2017.1 - new Timeline and Cinemachine features will really help. Just need to learn how to use them. In the meantime I'm waiting for Unity to update everything... so many issues. I had to switch to the new post processing stack because the legacy Bloom script no longer worked. But I also seem to be…
I'm far from authority on nHair, but I think you can do that directly. Bonus tools has a 'Make Joints Dynamic' which you can use to drive a joint chain, which your rope model would be skinned to. Without bonus tools, you'd use 'make curve dynamic' on a curve, then set that as an IK Spline to drive the joint chain. I think…
Yep, that doesn't work in userSetup because at the point when you query for panels there aren't any created yet. For this sort of thing if you want to set up some script to be executed once Maya is finished starting up then you can use an -idleEvent scriptjob instead. Try putting this in your userSetup.mel:scriptJob…
Just some randomness, getting so much HW, and here I thought I was almost done everything... silly me... No time to model... so I just used the best script ever made and did a simple render. Makes me happy :) Man they need to stop giving me so much work! Thats what I get for taking two courses at one I guess... Yeah I'm…
i did this long ago, here are few things u can do fast and easy is to create a blend shape for the eyelashes that match the movement of the eye lids and then do a set driven key to drive the eyelashes blend shape by the eye lids blend shape. second skin eyelashes to joints, and vertex constrain the joints to the vertices…
I am not sure if there is a better way, but MilkShape3D decompiles .mdl files and exports to obj. It's a $20 app, but comes with a 30 day free trial, so that should get the job done. The models will be triangulated making them hard to edit, but depending on what app you are using there should be a de-triangulation script…
holy crap... they're including poly cruncher and soundtrax, oh fuck yea, about time. I have a few monster scripts I wrote for soundtrax when doing facial animation. It's nice to see you won't need to buy the plug-in any more. Oleg Bayborodin is on staff huh... wow that could be awesome! I really like particle flow. Maybe…