I'm new to the UDK, so forgive me if this seems like a stupid question. Is there a box selection feature that lets you select multiple objects at the same time in one of the viewports? As in, you click and drag and it makes a selection box and everything inside the box is selected?
A couple options: Select by material if it has multiple, then deselect whatever you don't need. Select some faces on the leaves and use expand selection ">", if they aren't welded to the branches. ^Select shell works too, I forget about that one. Either on the mesh, or by UV shells.
Vertex animation as far as I know is pretty expensive on resources. It's a great way to capture a sim like cloth but it's probably not going to be widely adopted for real time games anytime soon. Yep, I would strongly urge you to use them too. When you rotate the arm above a T-Pose you lift the clavicle which brings the…
Blender Market | Gumroad Magnolia for Blender is a set of growing tools targeted to optimizing and improving your Blender workflow. Easily create edge bevels and bake them into normal maps with the Beveler function ~ Align selected edges to world axes ~ Detect mesh issues including non-manifold geometry with the Mesh…
Personally i prefer this. Its a little slower than turbo smooth but requires no stack. Drag and drop onto the UI and it will Toggle Smoothing on any editable polyif(classof selection[1] == editable_poly) then( selection[1].surfSubdivide = (not selection[1].surfSubdivide)) I added this to the script above. now it will work…
Hello together, lately our lead engine coder notice some weird normal errors in our engine. Plenty of meshes where containing NaN illegal normal, tangent or binormal vertices. After some inspection on those meshes we found the problems within the mesh topology itself. We also are using mikktspace for generating the tangent…
Hey guys, First time post so I hope I am in the right place. I just finished up a small document with a workflow for seamless baking for multi-tile UV maps, I am currently using this for my characters, let me know if this helped or if you have any suggestions. Thanks, TRAK. Multi-Tile UV Seamless Bake Workflow This is all…
Thanks for the help so far guys. Ok so i still have;nt manage to figure out the overlapping i am about as useful as a bag of hammers when it comes to Mel. I have a new question either way, i want to create a boundry which is adjustable using two intSLiderGrp. So say a limit on the x and z axis which the user dictates. Then…
You probably needed to reset your selection tool. Double click on the cursor (Selection Tool) in the left toolbar, then reset it from the menu in the panel that comes up. You can toggle stuff like "Drag Selection" and "Camera-Based Selection" in there (the latter is essentially ignore backfaces.)
Hi James, this kit is great as is, but I'm just wondering with the modo behavior that "nothing selected = everything selected" but somehow when using this kit (and some other scripts if I'm not mistaken..) no matter nothing selected or partially selected the effect applied to all face that on the same mesh layer. Is it…