Here are my 2 cents too. https://www.youtube.com/watch?v=_Qrpx3otvzU Discussions and descriptions here: http://polycount.com/discussion/170078/brodynamics-spring-like-simulation-tool-for-character-animation#latest http://polycount.com/discussion/170649/control-mesh-creator-maya-script#latest
I will be posting a topic for the UIscript tomorrow with a link to the script. Have been really bussy with my other exams. But here is a screen for a game I have been working on with 3 other students. I was responsible for (programming and content) animation, particles, hud and sound. A video will be coming after 2 weeks.
i wonder if its possible to do the blending on the uv and then read the texture only once with the blended UV I managed to do a basic version of this in a triplanar shader however it doesn't hold up as soon as you try to blend between 2 directions. since blending uvs just stretches and tiles the texture weirdly
Wow, that's awesome! Vector Displacements can be used like Normal Maps too though can't they? I think Valve used them for the water in Portal 2. Using your method above, you'd have to have a super high poly mesh, like a persons head for example, in order to get those details nice and smooth though right?
or google for an existing one: http://www.google.com/search?sourceid=chrome&ie=UTF-8&q=maxscript+switch+subdevision#sclient=psy&hl=en&safe=off&source=hp&q=maxscript+toggle+subdevision&aq=f&aqi=&aql=&oq=&pbx=1&bav=on.2,or.r_gc.r_pw.&fp=852aa315e9ee30d4&biw=1016&bih=819
https://www.youtube.com/watch?v=dVNgGJZSqlk Moving over to 2.80, I've built an f2-like tool for 2.80 and did some improvements to it. It's about smart face creation. I'm doing a single vert selection at the beginning and merge 2 verts manually shortly after. Other than that, I just keep running the tool over and over again.
sorry if this is a bit nerdy boring routine nuts and bolts but it's what i'm working on :smiley: :neutral: raytracing kdtree optimizations tests with 100 * 100 plane being traversed by ray from the center out the dark shaded faces are all the nodes visited in the tree.... no optimization sort function 1 sort function 2 and…
ran into this today: I'm trying to automate merging hundreds of objects and want to use ProBoolean. For whatever reason, it won't let me set Merge on the first Object in the ProBoolean Methods and just automatically creates it as Union :( My current line: ProBoolean.CreateBooleanObject $Cylinder001_Part_873 NULL 3 2 0; and…
Heh, yeah I saw that a long time ago. I actually do want to have 2 factions, but its up to the players if they want to be enemies or friends :) btw, heres a newer version with some textures and usability tweaks. It also loads the level instead of generating a new one each time, so your changes will be saved :)…
Trying to learn World Machine 2 as a tool for RTS level editing. I gotta say I'm really starting to love working with node based apps like these. Slowly getting there, need to add output nodes for a heighfield and texture masks. Anyone have any cool to share regarding WM2? The coloring of the terrain is just for preview…