Just adding some info re: US banking while in Canada like what Ryan was sharing in #28 There's an option for a US dollar account for at least one Canadian bank that I know of (TD, I think it's now like an American-Canadian bank) . And you can just do an international transfer online from same account to your American…
RNs explanation seems plausible to me although most blendshape implementations only store transforms for vertices that actually change afaik (hence them being layerable and much less memory heavy than full vertex animation
Is it Possible? I have animation on two joints (Hips and Pelvis). I want to move animation of Hips Joint to pelvis joint so that all the transformations on Hips and Pelvis will stick to Pelvis and I am able to delete Hips joint but final animation remains same.
If you're baking lightmaps, the UV has to be all inside, generally with no overlaps. If you're transform bound (vertex count is limited) then you can reuse the lightmap UVs for your tiled textures, by setting the tiling amounts in the shader.
I dropped your obj into a new painter file, ran bakes and it looked like it worked out fine - I might double check that Personally, I'd freeze transforms and export using fbx to see if that sorts it.
i wonder no one already postet this, but the most awesmoe feature max has is that you can instant undo while transforming or changing parameters or whatever when you rightclick while still having the lmb pressed.
exactly, counterstrike, dota on the game side, then there are gearbox and splashdamage on the company side and many many more coming from the modding background and transforming their once free mods into stand alone games. It's not like this is a totally new thing.
yeah, you'll want a good technical knowledge though as often indie projects can't afford scaleform so they roll their own. stuff like what kerning is, how elements transform and move (ease in and out) etc.
Make sure both the shorts and the body have the same pivot and transforms. Then export each animation as a FBX file. Have you seen these pages yet? https://www.google.com/search?q=unity animation export maya
UDK does not need to use inverse tint since we transform from gamma to linear space then back to gamma. This page may also shed some light on texturing in UDK http://udn.epicgames.com/Three/TexturingGuidelines.html