Yeah, thanks for the suggestion! I had considered that, but it's a tad unwieldy, and I'd much prefer just to have one large Perspective viewport open, rather than two (or have to keep switching camera/viewport). I guess I'll just have to slog on with this scripting stuff
OoOh! that script is wicked! What i meant by breaking my stuff in pieces is that Im afraid it may not work on my geometry as some pieces are wholes. Id have to get a picture later to explain. Either way, this new shader thing has rocked my life!
[ QUOTE ] suprore's totally right about this. if you watch The Hidden Fortress, there are two droids that look suspiciously similar to C3P0 and R2D2. and let's not get started on Kurosawa's "jawarus". [/ QUOTE ] Yeah, Lucas actually just babelfished most of Kurosawa's script and figured that nobody would notice.
It's super annoying. I either close it, or render out a quick preview. I bound "Make Preview" to alt-p I use it so much. You can't really relay on the viewport for much sometimes... Hey, Monster, your toolbar/scripts work in 2010 right?
2.5 should have the interface upgrades your looking for. In addition to a new file browser and redoing all the buttons and menu layouts, they are also planning to add better Python/UI integration so perhaps there will soon be drop-in scripts to customize the interface any way you want.
No you cannot, as all of the deformations are controlled solely by Bone rotation alone. The engine at one time supported Moprh targets, but IT's complcated and involved scripting. For character, it's sleletal bone control, and that's it. However you can bake the simulations in using dynamics and constraints to drive bone…
The FF12 system was real-time and still had the little pointers to select targets. Of course they also had the scripting system so you only had to select targets etc if you wanted to do something specific. I liked the 12 battle system. :( Frank the Avenger
Yeah this bugged the hell out of me in 2008. If you crease any edge, there's no going back - you get that massive thick edge display for good. I think there's a script on highend3d for getting rid of it. Still can't believe Autodesk released it with plainly obvious bugs like that.
Vig, there are a few. Look for AnimRangeSetter, I think that's the name. And I know Paul Hormis has a good script over on his site, http://www.Time-In-Motion.com, lets you store sets of time ranges. He's great about fixing bugs or adding features, too.
Back when I started, using CGAL, all animation was defined by writting scripts, controlling the rotation and translation through time. I have a higher maths grade than most programmers I meet, though. Good fr funky material effects and particle systems.