Because spaces are source of confusion and they're a pain to deal with in programming/scripting like any special character. No spaces in an URL address for instance...Some software might not recognize them properly, so on... So dashes, points or underscores... is a general convention for file naming (not only in 3d).
Thank you for the suggestions everyone. I went with the flat shaded viewport capture using the grabviewport script. If anyone has any additional suggestions I'd love to hear them! This is what I have right now (the pose isn't ideal, but I can work on that later):
@kio @Brandon.LaFrance Ooh, thanks for posting that video and github link. Really interesting technique for vertex animation. But yeah, Ossim (bone in latin) is for different, more traditional approach to animation. I will actually play with Houdini/UE4 and that script on github maybe come up with something for Ossim.
You could try using meshlabs open source software that might have a quad decimate feature check under remesh options at the top, can't think of one for Max though sorry, I'd be surprised if there wasn't a script out there though good luck :) http://meshlab.sourceforge.net/
Thanks guys! SSquir33, good crits, will definitely pay attention to that. Meanwhile, i'm muddling through trying to get some basic design functionality (mostly parameters for triggers and spawners so i can design/script levels) for my unity game... And making a lot of mistakes:
It's so weird seeing XSI support still. Seeing it work with UE4 was really cool. Softimage and UE4 have their own visual programming, so it'll interesting to compare the 3. Looks like everything is going to have node based scripting in the future at this rate, with Substance as well.
You can use the Scene Explorer and add the Faces column. If you want to add the verts column run this script then Verts will show up in the column picker. ( --ADD CUSTOM PROPERTIES TO SCENE EXPLORER fn getVertCount theNode = ( (GetTriMeshFaceCount theNode)[2] ) SceneExplorerManager.addReadOnlyProperty "Verts" getVertCount
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Then awesome job, I always wanted something like that, I find tedious to rearrange edge and create cuts/merge for such common case. Add that to your zsphere script when adaptative mesh creation in added, and you've got a very nice base mesh with good polyflow :)
Don't you have Zbrush? You can project the geosphere over the regular one. I'd suggest you the old polyShrinkWrap plugin for Maya - http://www.creativecrash.com/maya/downloads/scripts-plugins/modeling/c/polyshrinkwrap - but unfortunately, it seems it runs just on Maya 2008, win32.
They're hard limits enforced by the importer. Everyone follows them because they have to and I don't know any specific examples of workshoppers going past the limits themselves. I know there's a script you can modify to change the limits but for the most part everyone follows them.