Adding tools to my rigs that allow you to dynamically change from World Space to any Object Space. It even lets you convert after the object has been animated.
actually theres a bunch of stuff i need to workout. bevel on a boolean object is unstable, very crash prone. Also the if objects is somewhat hires bevel is super slow, this is something that autodesk needs to fix on their side.
In max you could add it to the user defined properties of the object. This way, even if the object is merged to other scenes it will carry the xnormal preset. Maybe there is an equivalent in Maya, so there is no need to have extra nodes in the scene.
One of my biggest frustrations in Maya was losing my local object orientation when I combined objects together. That and the object being pulled out of it's hierarchy...and it's pivot automatically being sent to the origin. :s F' that noise! I finally figured out how to combine objects together while maintaining the…
ran into this today: I'm trying to automate merging hundreds of objects and want to use ProBoolean. For whatever reason, it won't let me set Merge on the first Object in the ProBoolean Methods and just automatically creates it as Union :( My current line: ProBoolean.CreateBooleanObject $Cylinder001_Part_873 NULL 3 2 0; and…
a little arcane (and a right pain to workout/code) perhaps but I've managed to get my point emitter to be a "proper" max pipeline object like editable mesh, splines and poly. Doesn't sound much but it saves a lot of faff with each emitter having to handle everything individually can now be moved to a single mod that works…
@throttlekitty Am I interpreting this correctly?: "...an object that has multiple per-face materials". Are you saying, for example, that you have a face on an object that has two materials assigned to it at once, or are you saying you have an object which has multiple materials assigned to different faces (but still only…
SimonT, it would require streaming for a large environment. Im not sure if Unity automatically unloads higher res mipmap levels when far away from an object. 90% of the objects in this scene have been baked into single textures with simple unlit shaders. The Baking resolution is about half the final resolution on most of…