there is also a snap to closest vert script on script spot.... I cant remember what the name is exactly. All you have to do is get dem vert pretty close and "click" the script. Its pretty cool
Heyo all, I've recently upgraded from max 2009 after sticking with it for a long time and one of the things that became annoying to me during brawl was the lack of a Shift+click edgeloop function for the Unwrap_UVW modifier and Skin modifiers. So I've hacked together something like that, so figured I'd share :)…
Yea I agree scripting it would be a good way to go if you know what you're doing. If the huts are instances or clones, you could use the object paint tools. Load them up in the library and click/paint them into place. If they're all individual that probably won't work that well... There was a plug-in called "Glue-it" I…
From what I can tell if you want to make a 3d Harvest Moon or Stardew like game you would be best to utilize databases/spreadsheets. While Unity doesn't inherently have anything built in for this, there are a number of plugins to get a featureset you would want. On the other hand UE4 seems to have CSV support built in.…
There are all kinds of tricks to getting simulations into bone based systems, normally it involves a healthy bit of scripting and a few weeks of a technical artists time to get it working. Depending on the engine the artist could use tools like unreal Matinee to get it all hooked up and working, or with another less robust…
You are so absolutely right! :D So Here is what I found, but Keep in mind I haven't looked them through myself yet, so I can't vouch for their quality personally :) http://seithcg.com/wordpress/?page_id=30 This one is from SeithCG.com and it deals with seamless FK/IK Rigging.. It seams like there is some pretty heavy mel…
That's a bummer, might want to give MoPs Normalize script a try it started out compatible with 8+. http://boards.polycount.net/showthread.php?t=52415 I agree, align to face would be handy. In 9 or maybe 2008 they added a "quick planar map" button that does roughly that. Super effective. Before that I think it was a script,…
Hello, still alive though time has been running through my fingers. Managed to do some pushes in some different aspects: * Experimented some with a shader in Unity to get a black and white look * Adjusted the model some, though very roughly, mostly mapping to parts of the existing textures. Of course, added skulls and…
Yes. You would need to create a C# script which blends textures (or whatever values you want for each morph) at the same time that the vertex positions are being morphed by your morphing rig.
Well I already explained basically how you'd go about writing such a script. If you're hoping someone else will write the script though you'll need to post an example mesh and material you'd like said script to work on.