This will cause an error if you only have one object selected and posibly if you have nothing selected when you run the script. With only one object selected $ returns a single object. But with multiple objects selected it returns an array. In these cases its better to use 'selection' This always returns an array, even…
Thanks for that! Regarding the script I'm using rigify for some of them and there is actually a script for it in the asset store already. http://forum.unity3d.com/threads/90913-Rigify-to-Unity It strips out the junk while it loads but looking at the file sizes on the built asset list it's still bigger than I would expect…
You could use the specialized vs generalist argument within level design itself. Depending on the games studios make there's all sorts of jobs you can call level designer. And then there's the generalist level designer that does everything from initial blockout to final scripting. We actually found it pretty hard to find…
Hm..well, this should be pretty easy with a bit of scripting...but I can't tell waht your familiarity level with that is. You'd literally override a function called TakeDamage and just have it to modify health without calling any animations or anything...but if you're not familiar with scripting it's got a bit of a setup…
Unless you are just looking for generic information about object oriented design and data structures, I think you need to ask a more specific question. It's a bit difficult to understand what you are asking right now. A shot in the dark though is that you have code running that creates a random number of enemies which are…
This happened to me a few days ago, I was under tight deadline so I simply finished the IDs in Photoshop. I usually polypaint ID in Zbrush as it's quicker. Try this: instead of using edit poly, convert it to edit mesh. See if this takes care of the bug. As a second option try to separate each element (corresponding to each…
The export script is doing a bunch of work to align the normals to maya's renderer. When you export FBX the normals are subtly changed when triangulated. Originally, this was acceptable when we were working with lower poly files base meshes. If you don't care about them being in FBX and you just care about the results, I…
Good points. I think you're overthinking it though. I've looked at builds on an iPhone using this system and there's no way you could tell they don't lay flat...just too darned tiny on the screen. The issue of not fading out isn't jarring at all really. You'd have to see a build on a mobile device to see what I mean. If…
I've used in production on multiple titles. In my experience with face weighted normals the script I used to apply custom mesh normals allowed me to keep my smoothings groups. But by using face weighted normals you can also reduce the amount of smooth groups since face weighted normals reduces the amount of gradient shades…
Small correction. Python isn't a scripting language. It's fully featured and "general purpose", meaning that you can do anything with it. It often gets used as a scripting language which is a plus. Because you can program your own stuff with it (Panda3D, Blender GameEngine) and then still use it to interact with your 3D…