There is some hope for more Viewport 2.0 features. If you dig through the files there is a lot of unfinished code and interface features that have been commented out. There are stubs for viewport bloom/glow and a few other VP2.0 features. In the CGFX files there are files for cgfx shadow code (including soft shadows), just…
i think it's just the same in maya as it was in max really. bought-in addons like the modeling toolkit, various integrated bits from the bonus tools, things they keep around for compatibility reasons and the history of a 20 year old program that even when brand new was quite the collection of functionality from a few…
On my monitor some pages are loading with a scroll bar and some aren't which is causing the page to shift left and right depending on content I am looking at. I think there is a way to force scroll bars on regardless of content size but I haven't done it in a while. On the layout, I also think it is a little to much…
A beam isn't a projectile. It's literally just a trace and a particle beam effect. Beams do not have their own class in UDK because it's entirely unnecessary. You could do all of this in a loop with around ten to twelve lines of code inside the appropriate firing function of the weapon (IIRC, InstantFire or something like…
I also noticed that I was aways charging my selection Region from Rectangular, Circular, Fence, Lasso and Paint. The reason for this is my old habit from Maya of pressing Q to switch to Object mode in Maya. To fix this I changed the "Object Level" hot-key from 6 to Q. You can find this under Customize User Interface >…
bump since my account only recently got verified and the post is a few pages back now. I'm thinking of using the "Click-N-Type" interface when my slate arrives: http://cnt.lakefolks.com/ Not the best looking app but at least that means it won't use up resources. Also not really sure how well it'll work with touch sensors,…
I downloaded FX Composer, and it's in the same state as RenderMonkey; an intuitive interface with no proper documentation and tutorials. Installing Unity just to run some HLSL code on a screenshot sounds pretty overkill, but if that's what it takes, I guess I'll have to do that. I'd rather just use one of these dinky…
Reference material we don't usually add to source control. Just game assets and their source files. Reference videos and images usually is just on a network share that is backed up weekly. Also we don't check in concept art. Just the final concept in the asset folder. Perforce is awesome though. I wrote a MaxScript…
:) :thumbup::thumbup: Thanks for all the replies. I learnt a lot of things doing this project. I was artistically in a dip and really needed something to encourage me to continue on. Looks like some one was looking over me. I had a few close friend encouraging, and glad I decided to post it. I have to say one of the best…
When I was at 8ml we had an inhouse tool to "paint" the direction, or sort of "comb" the direction. How it worked was you had a 3d model, basic 3d paint interface and you would paint the direction map by literally drawing brush strokes in a certain direction. We used this for some horse textures to good effect.…