hum, I might not be able to solve your problems but here are some tips I got for V.ID with cage and such (we can have similar issues with skinWrap and cage creation at work) :) So Check your import/export options, we use obj so here they are: Export: - remove any "optimize vertex/normal/face setting Import: - uncheck:…
Here's a quick hack job script http://dl.dropbox.com/u/3580711/StepBackwardSmart.jsx All it does is store the current active layer, do a step backward, then restore the old active layer. It doesn't seem like there's a standard script function for Step Backward, so I had to use the script recorder. I'm not totally sure this…
Yep for some exporters that will work fine. Some have trouble with the attachment constraint assigned to the point helpers so I suggest using a set of final bones. It also allows you to set other points/poses and snap the final bones to those pose points and create different sims for various animations using the same set…
If your quads are in no smoothing group and they are non-planar, the viewport is unforgiving and will shade them according to their internal triangulation's normals ( as Atticus already pointed out, even quads are triangulated ). Same happens for all quads if you set the viewport mode to "Facets". There was a discussion…
Yeah. Pretty much loving this atm. you do need a good team with a good spread of characters. Been playing spy. Tactics basically. Buff pistol, become a sniper. Sap sentry bots, back stab medics on giga heavies, max out movement speed and sapper quick. Use feign a lot. When sentry bot spawns wait to sap it when the most…
Hey! I'm back home again. :) I've gone through some more background checks on the Demon Hunter. Even though it's not directly relevant to my current work, it will certainly add to the character in the future. I've got a t-pose in place right now that I will rig when all of the pieces for the character are done! If there…
All of what I said above is still valid. One other thing you would have to worry a lot about is mip-mapping. As you get further from the screen it'll blend other parts of the texture in. This'll be even more noticeable with a very rough material I believe. I'm mistaken on this part! Mip-mapping should still be a concern…
I would like the hype level to work up to a frenzy, c'mon people, I wanna see frothing at the mouth! From the War Herald: "WAR is Coming! And so we must be ready... Tomorrow the Mythic Account Center will begin accepting all Open Beta and Head Start Keys allowing all Pre-Order customers to register their accounts and…
there was this band i found a couple years ago that incorporated video art into their live shows, and used their guitars to do real-time editing of video for the show. Was a trip... can't remember the name of the band to save my life though, trying to find their stuff. edit: a link from a friend of mine from school, 4 or…
My biggest gripe with max is it's viewport navigation, and UV tools. Maya is SO much nicer in those regards. But the biggest thing (which I don't think is fixable) is the entire 'frankenstein' nature of the program. Like 'polyboost' was bought, then added, rather than completely integrated into 'Editable Poly'. When…