I started collecting ideas for version 1.2 of my ZBrush plugin. The main focus of the update will be on “making Subtool management more intuitive”. Here is an early sketch how a hide/merge feature could look like:
I have something similar to this in ShoeBox and its a flickr upload tool but its not yet in the public release. Unlike all the other tools you can just use the clipboard of Win / OSX and click on the tool to upload it right away, once its uploaded it copies the URL to the clipboard right away and open the image in a…
Hey Christian, Thanks for the suggestion! I've started implementing it. When you move between images would you prefer for the window to maintain your tweaks in terms of resizing, or would you like the window the fit to the new image. For example, if you had a horizontal image open, and then the next image is vertical. Is…
A friend of mine uses a different workflow for defining animations in a scene with nodes, I thought it sounded like a good idea so I rewrote my Axtended script to be a lot simpler. Both UI wise and code wise.
Some more work on the Unity IDE. Proper context sensitive autocomplete is working, including generics. There are a few small things to do like determining if instance or static members should be shown and icons indicating what the item represents.
This looks awesome @vonBerg ! I've been looking for a user friendly script like this for a long time. Each one I have tried has fallen short in some aspect and kudos for the documentation. Def going to try this out.
Not sure if I'm allowed to post pics :p C# also planning to support stuff like finding all graphs which have a dependency on another graph etc (plz god thankyou for adding dependency tracking Allegorithmic)
I have just released version 0.3 of my Zbrush plugin. It offers some renaming options and a prefix based grouping system, with which you can do stuff like this: If you are interessted, check out the thread!
I really like the idea of Voxels, especially for a simple stylised game, but in Flash especially, from what I've seen pushing enough voxels for a proper game level isn't realistic. When I feel like it, I'll try and get a decent Voxel count running at 60fps on an average rig, though I'm not sure it's possible, especially…
@MoP: Out of curiosity what goes into writing an importer/exporter? Like how are you handling the writing of UV's, vertexes and stuff? Assume there's tricky math involved...Qt for UI is pretty straightforward. There was a video on the area on one of the maya blogs