bone tools works on multiple selections. if you've already skinned it, turn off always deform, reset the scale and turn it back on again. setting/getting bone scale from script is a little weird iirc. I was making a jellyfish rig recently and it did stuff I wasn't expecting. Sadly I have no memory of what I did to resolve…
One of the things I appreciate the most about this movie - is that its virtually 100% Nolan. It's not a book or comic first. His script. His story. Which he then directed. Wicked. If you ask me, the top started to slow down/lose its pace at the end. That said, I find the theory that his wife was right the entire time…
http://udn.epicgames.com/Three/CameraTechnicalGuide.html http://forums.epicgames.com/threads/707721-Q-Change-the-viewport-FOV-(field-of-view) I think what ayoub44 was getting at is the camera isn't making the street look long enough. You can change the camera FOV in the console command or change it in the script file. Play…
c22dunbar: Lighting, assembly, scripting, and other stuff is done in the editor very similar to how it is done in udk. Lighting is not baked it is all realtime lights. I just did this quickly to add some lighting to these shots for presentation here. I do not work at Crystal Dynamics anymore so I can not really show the…
We kinda started a thing like this, but turned out that viewport shader/borderless window Dota2 is still way faster. I guess some scripts could streamline the process, but this will still be more troublesome than just firing up Dota 2 and checking out with a quick import, especially since some of the latest material…
Thanks guys! And yes its a 2D open world survival game on an alien planet, il share some more info on the gameplay once I got more finished stuff to show ^^ And yes I am "programming" (its really more like event or node scripting) it myself in construct 2 - a free 2D game engine. - https://www.scirra.com/
I'm still interested in any alternate or good methods of doing this, though what I did find out working fairly well, was creating polygroups by masking out the edge before zremeshing. Then exporting and importing into max and scaling out that edge created by the polygroup. Then just use the regulizer script before…
http://highend3d.com/maya/downloads/mel_scripts/rendering/misc/FileTextureManager-1012.html I posted this link a little earlier, its a handy MEL script that allows me to mass sort, move, copy and covert existing texture files to either .bot for maya software or .map for efficient final gather but I wasn't too sure how to…
I can second (third?) Bluehost as well. Been using them for years for all sorts of things, my personal portfolio site included, and they've always been great. If your site has any special needs, like high-bandwidth/storage or special scripts or environments, they'll work with you and help you figure it out. They're good.
Yea, thats what Im kinda doing now EQ. SyncViewS pixel viewport script helps tremendously. I guess I'm still too much a perfectionist. Gonna take awhile to overcome that, even though it slows my workflow down. God, it sounds like object space would be my savior.... If the damn TGEA engine would support em! :(