Just read the news, the Oculus Rift Co-Founder was run over and killed by gang members evading police. http://abclocal.go.com/kabc/story?section=news/local/orange_county&id=9122999
Isn't it DX11 exclusive however? http://www.gamedev.net/blog/1323/entry-2254101-real-time-local-reflections/ Also, aren't refractions supposed to be upside down or U inverted most of the time?
I don't know how Mudbox deals with it but this isn't really true for ZBrush. It'll subdivide triangles just fine, it even creates them itself when you do local subdivisions.
Wow this thread is old! I've graduated now, and I teach kids how to make video games, run the local AAUGA chapter, and freelance from time to time. Here's something new:
Deform > Push. For more specific cases you could use local action center too. You should also (ideally) be saving your cage as a morph map. (Lists > Morph Maps)
I can agree with that...especially when Ubi TO (according to one director) is planning to ramp up to an 800 sized staff by 2020....and they're preferring local. (last year's employee count = 350)
[ QUOTE ] Fucking bullshit. [/ QUOTE ]Totally agree, the weakened standard really pisses me off. More the reason to buy from local growers, learn who your food comes from.
Is there a way to select multiple vertices and move them to the same coordinates, without having to align them first? ie like an absolute mode transform type-in for 'Local' coordinates. Hopefully that makes sense :)
Haven't read all the text but looking at the images it looks like you are rotating the bones with the gizmo set to world not local. I'll be back tomorrow to read it all... if I find the thread again...