Earlier versions of Unity had a fog script which could be adjusted to work like ground fog, so it was based on Y world position of the pixel. You might find similar things on the asset store or take a look at Unity 4 or 5 ImageEffect Bundles.
Unreal has blueprints for scripting anything without a single line of code. its node based, the learning curve is great in my opinion. I can't code either, except for a little hlsl, but I made many game prototypes and tools using blueprints in Unreal.
Nobody is flaming - just offering advice based on real life experience. If you only wanted advice on scripts you should have just asked that BUT I'm pretty sure the Unity forums would be a better place to ask that sort of info, this is primarily an art forum.
most real time FX is primitive shapes combined with animated shaders and particles, and probably a healthy bit of scripting. all of which is better done in engine than maya or max. I'd try looking for free vfx assets from unity store and dissecting those.
not sure about the collision thing. For the naming, I read that geomentity is a special thing (something to do with scripts), and for just normal static meshes you just use "brushes". And if you do that, it also automatically names the objects in the scene properly (so table_01 instead of geomentity).
welllllll I made this but it's not that great :P I finally got camstudio working with my soundcard so I'll see about recording a better video and actually pre-plan it and follow a script. [ame=" https://www.youtube.com/watch?v=gUs4jNFEf_Y"]3dcoat - YouTube[/ame]
the flickering is probably the joint flipping I mentioned - you'll see spikes in rotation curves for the joints in question. theres a few scripts floating about that reckon they fix it - try swithcing to TCB controlers and reimporting onto the same skeleton though - you might get lucky
Lots of Exporters and many scripts rely on Edit Mesh, so I wouldn't try it. Sure we could live without Physique, but why bother? Is it worth risking corruption, just so you don't have to see that one line of text in the modifiers list?
This works just fine. The script warns you in advance that you cannot use an anti-aliased selection, keep in mind that the data you want to expand from also needs to have non-anti-aliased edges for it to work fine. Thanks for the action Eric and Vrav.
I deleted my prefs folder and avoided using the first script again. If you use this one: layout -e -height XX ShelfLayout; //replace XX with desired height in pixels You shouldn't have any problems adding or reducing height to your shelves.