OoOh! that script is wicked! What i meant by breaking my stuff in pieces is that Im afraid it may not work on my geometry as some pieces are wholes. Id have to get a picture later to explain. Either way, this new shader thing has rocked my life!
I guess I should have added the specs for that by now :) It is a scripted geometry plugin, so should work in most versions of Max 9+. However, I no longer have access to versions of Max older than 2010. I know it works in 3ds Max 2010+.
Very likely if this caused your computer to power down and reboot, or you powered your computer down and rebooted and you hadn't rebooted recently before this, it just simply meant that the virus had already been installed, it just had not started with Windows yet like it was scripted to.
I'm eager to see the low poly of this, hopefully you can keep it under a billion triangles. That's the trouble with modeling from movies, or photographs sometimes, it can become necessary to go off script a bit to keep the low poly manageable. There is a ton of stuff breaking the silhouette on this thing.
Animating UVs in Unity is probably more expensive than just using a texture offset in the shader. You've basically got to update and write the UVs to the mesh every frame in your script. That's still going to create a unique mesh instance so it's an extra draw call anyway.
Max is the modeling juggernaut with it's plethora of tools. The extra free scripts also help. Maya, from what I gathered, is the best lower-tier solution for animation (the honor goes to MotionBuilder), so if you're an artist who wants a package for animation, it seems like Maya is like it.
On the technical side of the equation, having to write from scratch in-engine via a particular native language either gameplay behavioural logic and/or device input scripts. I'm far from being an intuitive coder, to put it mildly quite sucky in fact although endeavouring to learn nonetheless.
Awesome! Thanks for sharing these, great marbles are so inspirational. Bookmarked! If you're interested in a better watermarker, you could try XnView's batch processor. I can send you the script I use if you're interested, it's easy to edit to what you like, no advertising too.
No you cannot, as all of the deformations are controlled solely by Bone rotation alone. The engine at one time supported Moprh targets, but IT's complcated and involved scripting. For character, it's sleletal bone control, and that's it. However you can bake the simulations in using dynamics and constraints to drive bone…
If you want a printer, Canon offers good ones and most importantly the ink carts are cheap (never buy cheap printers, BTW!). Or go for a laser printer. Laser printers tend to make up for their cost quickly after you've printed a few university course scripts.