For those too lazy to read the FAQs section on the XoliulShader2 website and interested in knowing future compatibility with Maya/XSI: [I]If you mean a version with custom UI, then for now the answer is no. Maya uses a different scripting language, and translating it would mean redoing everything for Maya. The old, core FX…
I think I just ignored the problem to be honest, it's been a long time since I did anything like this. judging by some of the comments in a different scripted modifier I found lying around I was aware of issues around updates but I suspect I got distracted by something shiny and gave up thinking about it
Just wanted to post and update to the web build. Watch out enemies have way to much life right now. I need to adjust that and some collisions so you don't always spin, and I should really add the locking cursor script, so I apologize if you get spin crazy. Link here.
Thanks for the advice. I adjusted the normals using a speedtree script that came with UDK to make the tree canopy normals emit outwards like a sphere. I also tweeked the cryenengine material so the backfacing shadows are more pronounced and it doesn't let as much light through. Also added another branch to the tree to…
Just wanted to do a quick update tonight. More to come tomorrow. This is the lineup of Theos' army in spellbinders. They were really fun to create. They all share a 1k texture atlas and have all been built with the same rigging script I created specifically for this production. And a quick little sketchfab of them all…
I really enjoyed it (once I EVNETUALLY got it working....with a crack). There are loads of little cutscenes, so I understand the gripe people have, but I felt they were done well. The voice acting and script kept me interested in the character and what was going and I enjoyed it. Though sometimes they are just way too…
Fruitless. :-/ I even dug up a guy from an 8 year old thread I found where he was talking about a solution for this but apparently whatever he had discovered at that time is broken (or fixed, I guess) in current Modo. So it's a no-go unless I can script something up myself. That will ... take awhile.
I'm currently taking a 3d Scripting class. For my final I want to bring my character model into the game (UT3). The character based off of a dream where I was a mercenary fighting in a foreign country. This is the concept art drawing I did, along with the base model I've started working on. I will try and update often.
Just thought I would share in case this drives others nuts - 99% of the time you'll want it to align the face your stitching to your new face and have 0 bias (ie not try and scale faces). In this case, you can just skip the dialog and use the script below (hotkey it and you'll be a stitching fool):
Quadify modifier will do but it applies on the whole mesh (works on editable mesh) Else, there's this plugin which probably do a cleaner job, but not free. http://www.scriptspot.com/3ds-max/scripts/quad-cap-pro But on a flat surface just a couple inset and connecting some vertices do the job. You don't have to be full quad.