For anyone who may have the same problem as in cycloverid's 1st problem: You can change the layout from display>configure layout so you can adjust the camera from a default camera viewport while looking through it in another viewport.
I've created my 2nd lightmap uv's from my 1st all stuff seperate, not overlaping and not flipped. I have also boosted up the resolution for those here to 256. Still getting random pixelated shadows on BSP and static meshes.
They are wiping the characters but I think you keep your energy and get +25% energy from that. At least that was a message that popped up when logging in a couple days ago. Anybody gonna start it up again on the 1st or starting for the first time on the 4th?
Hey Jesse do you know if this is still viable :P I don't mean to be a bother, but i'll be setting up my portfolio site soon, so i can whore myself out at a conference coming up May 1st for college.
Yes. 1st thing, Reset Xform and Collapse your modifier stack. This cleans up a lot of issues. 2) Turn on Backface Culling in the Object Properties. This will help you avoid doubling up faces inadvertently. Then see if your problem still exists.
Best April fools video I have seen so far was Adult Swim bringing back Toonami [ame=" https://www.youtube.com/watch?v=435IDMsdJrI"]Toonami 2012: Mass Effect 3 Review (April 1st, 2012) - YouTube[/ame]
not bad. you've got so many waves u could sink a whole island with that! lol. Also, there a lot of part where u need to worry about the outside silhouttes 1st, and the worry about the inisde. TLike the cylindrical parts of the inside phone.
1st Party launch lineup is really lacking. NSMBU, Pikmin 3, Pilotwings, Nintendoland etc... Those aren't going to propel me to buy a Wii U. Where's Starfox, f-Zero, Donkey Kong, Smash Bros, 3D Mario game, Zelda?
ouch. after seeing the 1st stuff on their xmen game I was expecting this, hell after too human I was expecting this. always shitty to hear about this stuff never the less, atleast there is Ubi To and all the studios in montreal to look for jobs at. good luck guys!
generally they (attacks, idle breaks, the like) share the idle pose on 1st and last frame of the clip. Walk/Run start on the crossover pose, so when blending from the idle it looks like the character is taking a step. specifics varies a lot depending on the engine.