(strange - I thought I posted that on the Ram-eating thread ... oh well) Johnicus : Yeah files are not always compatible between service packs. Mud2012 (with the Service Pack 1 if I remember correctly) cannot open files from SP3. Oglu : I keep running into that one. Basically, hiding a mesh doesn't necessarily "deselect"…
Well, I went from Maya -> Max -> Modo. The way I came to grips with Modo was to just change all the hotkeys to the way I liked them, that seemed to make a big difference. Now I'm using more pie menus than tool specific hotkeys and it seems to make my workflow a lot more flexible. The only things I miss from Max are the…
If your clips are loaded into motion mixer you need to mix them down and apply them to your biped then you'll have keys you can edit. To mix down the tracks, in motion mixer right click on the trackgroup label (normally Bip01) and choose compute mixdown. Right click the trackgroup label again and choose copy mixdown to…
never happened to me,- though my suggestion would be: select the objects you want to export, then shift+drag copy them and then finally export that copy. Delete the copy objects from your scene and continue with whatever. At least I write my exporters in a way that they create a temporary snapshot mesh of the model I want…
Getting your TF2 hat in game as a Physics prop Many of you in the TF2 contribute thread have been having trouble getting your hat in game to view so I've decided to make a short tutorial on how to get your hats in game. This tutorial won't cover how to get your hat in game for other players to wear but it will get your hat…
For me, the main argument for abandoning older work, is not spending more time polishing something that's fundamentally flawed (no amount of paint can cover it up) and instead apply learnings to an all new project. Honestly, I think this applies to you're portfolio too. Re-lighting won't fix issues that were introduced at…
WORLD MACHINE TUTORIAL Anatomy of World Machine Nodes Heres a quick description of how a World Machine node works so that this tutorial can make sense. Basically a node is just a box you plug something into and get something new out of based on the calculations of the node you used. Some nodes have an option for providing…
Goals: Addendum One thing I forgot: Once I have all of this working for dbuffer decals, I like to implement it for regular deferred decals, too. I actually started with those, but getting them to blend with instead of overwriting underlying materials turned out to be more complicated than I thought. Once I'm more familiar…
A few things... 1) The outer spline is a bit messy, some of the outer teeth on the sprocket have double verts which is going to cause problems. 2) You need a plan for the edges connecting the two pieces together. 3) Centering the pivot point should help you align, rotate and duplicate pieces so they are mathematically…
Some tips: Only use the tool in "replace" or "smooth" mode. Subtracting weights doesn't work well, since it doesn't know where to assign the remainder. Sometimes smooth assigns a tiny bit of weight to every joint. I can't remember if Maya has a prune weights tool yet or not, but I wrote one a long time ago. Either have an…