Is the animation intended to be that fast in the finished piece? I see 5 poses. If confined to bone anims only, I would suggest making a short cylinder (height of the electric texture band), weighting the top vertices to one bone and the bottom verts to another bone. Then just scale the two bones in/out and move them…
That looks incredibly impressive, gtfo of here with your "need crits!" because that's some fantastic work. ... Ok, now that I'm over how awesome a job you've already done, the rocks look a bit low poly for Lod 0 and are maybe a bit too shiny, the trees are too uniform so maybe another species and/or scaling them a bit…
What is your metallic input/output? If it's anything above 0 for a non-metal, it'll pull some spec value from the base colour and make it look shinier than it should be. Conversely, for metallic things, you want it to be 1, only reserving intermediate values for transitions between metal/nonmetal (soft scratches on coated…
There have been a lot of threads like this recently! One of the strangest methods people have been using is to put the lightmap data in UV index 0. I wonder if this will work in your case -- try changing it from the default index of 1 and swapping it into index 0. It is kind of a pain (you will have to move your UVs), but…
Sorry Poopipe, here the code: fn selectElements tObject= ( local totalFaces= polyop.getNumFaces tObject local allFaceElements = #() local uniqueElements = #() for i=1 to totalFaces do ( -- get all Elements objElement = polyop.getElementsUsingFace tObject #(i) -- return a BitArray by default append allFaceElements…
You can use it for anything honestly, it's just that I'm not sure this shader is as flexible as you would hope with the entire Channel Mask textures thing, maybe Xiouli's shader would be more up your alley if it's just for showcase? Although it would be still cool to see other peeps use it outside of DOTA stuff :P Kinda,…
IIRC, Jon Watte is the dev for that exporter, real helpful guy. Reset Xform doesn't affect the UVs at all, it only helps reset the transform data for the model, which can get screwy if you do non-uniform scaling or if you mirror the model (which is basically just a negative scale). If your devs are saying texture…
Hrmpf. They used to be very responsive, before Doug Rogers left, I think that was November 2005. I've submitted bugs since then, but nothing ever comes back. I guess Ignacio has bigger fish to fry. Yeah, just checked again. Their exe hasn't been updated since July 2005! Do you have something more recent? Here's the latest…
Alright, well I wasn't completely satisfied with how my first track turned out, so I wanted to try another one (I figured I'd just bump this thread instead of starting a new one). http://profile.myspace.com/index.cfm?fuseaction=user.viewprofile&friendid=174695457 The new track is aptly titled "new song." The first 0:20 of…
We're dealing with some major weather issues down in Texas! But I managed to whip up this example with some pseudo code in the rollout section. Things to note: * In General, as poopipe mentioned, you operate with the poses stored in the rollout. You only access a custom attribute when opening and closing (loading and…