I think if they can pull it all together it could be pretty ok, but people are right it's no max payne; it'll probably feel more like it when they get the script together and a voice to monologue everything. But it's a ways away, so there's always hope.
[sorry for the derailing] While we're on it, is there some "normalmapping" tool that allows you to do a normalmap-like render but with a lit model instead of normal vectors? (for those who care, I got a set of scripts to do my vertex baking for Blender)
or unreal, if you want it realtime. vanilla xgen can be moved over to unreal using some scripts, interactive groom can export to alembic out of the box (but misses root UVs) or convert the hair to geo and render that in marmoset
You shouldn't need a script unless you want to add complexity like get the last tool etc. Theres a press and release. Just set the press to the track tool and the release to something like the select tool or move.
so in order to have two skeletal meshes collude you need to have both of them scripted in via a pawn class and then spawned via kismet? but what if you want to have a skeletal mesh that runs on a matinee animation?
Are you holding down shift when rotating? Never had this prob. Might try this script for snapping to an axis. It could help. http://www.zbrushcentral.com/showthread.php?161588-quot-Axis-quot-Plugin-for-ZBrush-4r2&highlight=axis
I have been running this issue as well. Happens so much I just went ahead and made a script to run the convert to mesh, xform, convert to poly before exporting. Not sure why the info gets corrupted :/
Hey @PolyTools3D! Would it be possible to add something like this: http://polycount.com/discussion/155292/3ds-max-uv-script-to-weld-overlapping-vertices Or at least some of the suggestions in the thread regarding Polyunwrapper respecting Max grouping for operations?
oh, and you have a script that merges meshes into one mesh - so, you can assemble pieces in unity and then merge them into one single mesh - if you follow the rules above you will get really optimized scene..
sorry, i fogot to give you the actual node http://dl.dropbox.com/u/1484680/GRP_SphereMapping.ms http://dl.dropbox.com/u/1484680/GRP_SphereMapping.sfx copy both files to 3ds Max root\Scripts\ShaderFX\Nodes and it should work