Execute always operates in global scope, even if you are in some local scope. So you wouldn't convert to the Bitmaptexture to a string. You would set it as a global variable, and then just use the variable as the string. ( ( --set global variable in my local scope global bm = Bitmaptexture() ) ( --run in global scope even…
I would start contacting some local companies, and asking about doing a short job shadow. I think that would be the easiest thing to get into. Maybe even think of getting a portfolio prepared, and showing up at a local studio to show them that you are serious about it. Now that may be a bad idea, it could backfire and i…
Ive been using a combination of the 2. I use snap constantly to close holes and line up verts. I find max can get buggy when working in local mode tho, so I generally use "parent", which works off the objects local xyz, rather than whatever arbitrary bs max makes up when set to local. For this model I mostly eyeballed, but…
[ QUOTE ] Also Max's lighting is still weirded in this fashion - I make an omni light, move it to the right of the object, and everything lights fine. Move the light to the other side of the object, most of it remains dark, except some bits which light up to some extent. [/ QUOTE ] Did you ever figure this out? I was…
I'm Currently using a Custom Font called "Foo" to draw any Text and Numbers to the screen in Unity. It uses the a default font file so it can be localized to different languages. The Problem is were are restricted to the Text and cannot edit it at all. Ideally what I want is the ability to use a custom text with a few…
I think you got it figured out already - a shader with several layers mixed or even just animated UVs would do the trick. I can only add that manually distorting UVs can imitate local turbulence / water flowing around rocks.
Hey! Thanks for checking out my thread, Ive been working on improving my Unreal Engine 4 environment art skills and getting to grips with all the material editor has to offer. This threads intentions are to show my goals, gain constructive feedback and get inspired as I progress :D With the environments current progress…
I would make each shot a separate scene file, reference the meshes into it, then do the animation local in each camera file. Rather than having to slide keys around and manage a multi-shot setup all in one scene file.
This is what I have so far for my add-on... It's far from perfect, but it sort of does what I want. The target weld toggle works provided it's not in an add on... It seems I have the wrong context, Any help would be great. Thanks. The code is also messy and the formatting is way off. Ideally for the rotate tools you launch…
I use mostly groups (with IK-handles inside it) rather than curve controls. When I group some of the IK handles (Ctrl+G) the local rotation axes of this group is not oriented to the local rotation axes of the joint where the pivot is but to the global axes. Solutions: 1) Orient local axes of the group manually not the…