I actually have the hotkey ctrl+shift+N maped to a Mays script that deletes history and cleans the scene of everything including empty transfer nodes. I used N because it was the Nuke Everything from Orbit button. I'm ok with resetting things so long as the original can be restored for further troubleshooting. This helps…
Oh yea... you can kind of see the not selected pieces highlighted in blue in the first image. Also know that there are other ways to "normalize" the scale of UV shells without having to relax. In TexTools there is a "normalize" function (formally a stand alone script MoP wrote, but with some improvements). A similar…
Took me a bit to get around to (darn holidays), but I threw some files (the scene and accompanying crash log) your way, sorry if I missed out on anything I was supposed to send. :) Thanks a lot for looking into this. EDIT: Orrrrrr, Toolbag 2 crashed, which made a script on the gmail page crash which caused the email not to…
Why does your animation have to match the video? That's a weird way of teaching especially if the original isn't good. I mean if you have no interest in animation, do whatever your teacher wants you to do to pass that certain class, but what I would do in the future is, record myself saying the script and animate from that…
fixed this issue the solution was posted by Rodrigo G on the Unity forums put the script below on the camera if anyone finds themselves having the same issue basically turns off all cameras then turns on the player camera function FixedUpdate() { if (networkView.isMine) allCams = FindObjectsOfType(Camera); for (var cam :…
Unless I remember wrong I think you need to do this from unreal script but it should definitely be possible. The general idea should be to setup an event on the end of the animation and from there reset it back to the first frame. Been quiet some time since I did anything in Unreal Engine 2 so hopefully I am not pointing…
Same here. When I used to bake normal maps the scripts I used automated quite a bit of the process. The models that got baked always had the exact same name and non-overlapping UVs so I didn't have to fiddle with much in xNormal. The models I exported to the actual game usually retained their overlapping UVs just because…
I prefer pure HTML/CSS over script-driven interfaces that don't make the content easier to view nor access. The simpler, the better. The layout should focus on drawing the visitor's eye to the content, not distract them with fancy animations and pop-outs. The internet is full of pages that focus on overly elaborate…
I'm pretty bad at modelling myself, but here's something I learned. In case you are using Blender: The Blender versions up to 2.48b had a Poly Reducer Script which wasn't included in the later versions. That was a pretty handy tool to reduce the poly count while retaining your UV map. The other way in Blender is the…
I made this extension just for saving over textures again and again. Its incredibly annoying I agree. This isn't as feature rich as some of the other scripts people have linked but I sorta prefer a simpler floating interface. http://www.artofnickmiller.com/TexSav.html EDIT: I work with each texture in their own PSD. So if…