So this 3D engine I'm using(and I can't change the tech sadly) seems to use lightmaps(just simple 2D dds textures which are mapped to the second UV channel in geometry) in quite a particular way for large chunks of terrain. It seems to read the alpha channel from the lightmap and use it as a multiplier to the lighting…
So we got a bit ambitious and are a bit stuck now (3d artists, but not riggers per se...). Any ideas on how to recreate this kind of zipper-rig setup (Ideally in 3ds Max!) that later has to be exported/imported seamlessly into Unity? - https://www.youtube.com/watch?v=L8XmVA25uZo&ab_channel=EasyRigCGI…
Hi! Try this script, maybe it will help you. It creates a layer and puts all objects in it except the selected one. https://github.com/SPluzh/MayaObjectComponentSelectionMode
Thank you for the advice. I was postponing upgrading maya because I got used to 2018. Also, moving configs and plugins, and scripts, and whatnot, is a massive pain in the ass :P But yeah, I guess it's time...
Who is Ultimate Eclipse Game Team? In 2012 Ultimate Eclipse Studio (www.ultimate-eclipse-studios.com) was founded by Damer Swack and D’jarni Braithwaite. Its simple goal was to create a company within the entertainment sector. Now its Founders is interesting in creating a game. Group Name is Ultimate Eclipse Interactive.…
surprisingly tricky non trivial problem, probably beyond the scope of a script (though possible it's going to be pretty slow), it seems relative simple a first sight but then you have to resolve stuff like.... where none the uv points reside within either island so you have to compute the island outlines and test those.