If the scale of your objects is off when you paint with that script, its because it doesn't take non-uniform scale into account. You need to reset the transform/scale in the hierarchy tab. I also found the random scatter options kind of confusing. I really like Niel Blevins Object Painter script. It also randomizes scale.…
Hmm... I just ran this: import win32com.client psApp = win32com.client.Dispatch("Photoshop.Application") psApp.Open(r"G:\test.psd") # Opens a PSD file doc = psApp.Application.ActiveDocument # Get active document object layer = doc.ArtLayers[0] # Get the bottom-most layer layer.AdjustBrightnessContrast(20,-15) # Bright +20,…
Maybe we are talking past one another. Are you speaking about this? "IK_l_arm_elbow_control". Thats only being used as a swivel goal. Which I was just trying to figure out how to turn on/off that boolean in its options through parameters. Or do you mean with IK elbow upnode, making on the slave rig thats looking 50/50…
Checking your script against our in-game stats, it matches exactly! Except... when I'm forcing a surface to turn off backface-culling. We do this at the material level, by checking the 2-sided checkbox. Then during export the vertices that have that material ID assigned will be duplicated in order to automatically create…
Another fan here! Aesir: They made some money off of their Sudoku (Zen of Sudoku on Steam) game, and they're also selling a debugging application for Lua scripts, which they're using themselves since a lot of things will in fact be scripted using lua rather than hardcoded in, like game mechanics. Which is amazing news for…
The menu shows up, but the function gives me this, // Error: Cannot find procedure "MDL_createPrimitive" I take this to mean it cannot find the Mel script file. I tried taking the script Mel code and pasting into a "created" marking menu mel file. That did nothing, however when i was in Maya, i drug that created script…
I almost always managed to get correct scaling/smoothing with FBX.2010 export into UDK by checking explicit normals and using farfarer's vertex normal kit. If it don't works then I re-save the fbx or re-import the mesh. I always triangulate the final mesh inside modo before exporting. Raul's max style sg script is also…
Use a proper naming convention. For example: Export a box from whatever app in FBX. Create prefab from FBX Object name: MBU_Hotel3StoreyB_greybox_0000 in project Material name: MAT_Hotel3StoreyB Put instances in the scene, first instance ends in 0001. Use a script to auto-increment the number. Later on you decide to…
I have a handful of questions that are kind of unrelated but its easier to put them in all one thread. (ANSWERED) Exploded baking. I know how to do a exploded bake, that is simple enough, but what do you do for the AO map? Do you bake the AO from the exploded bake or do you do it from the combined mesh to get more accurate…
Hey folks, Still nothing really that interesting to post, just thought I'd run my new site layout and design past you all to see what people think. http://www.greveson.co.uk/temp/ All hand-written in PHP and CSS, I've also set it up to allow different styles if you pass a "style" parameter to the link so I can quickly…