Hi there! Sorry for lack of support. Updates to Maya and my website may have broke some things. I have an updated page here for the tool: https://eric-kimberly.com/projects/easy-trim/ The code was written to support up to 2019, but I imagine it should work on 2020. There might be some trouble with the install script on…
Ended up not liking the cards I made in Fibershop as I wasn't able to make them exactly how I wanted (skill issue on my end) and ended up making them in XGen instead and baking them down in XNormals. I made the strands using XGen -> Converted it to geo using Simple Pipe…
I have not found many websites, but instead just reading sporadic articles related to film/VFX lighting and talking with other experienced lighting artists both in house and externally over the web and such. Here is some general workflow/tips I have gathered over my short tenure so far as a lighting artist: One major point…
@coven Add my script above as a button the the skin modifier. And if you do let me know, because I have more scripts that should be integrated. :lol: I recommend doing both. Freeze Transforms will help prevent gimbal lock. And in the Curve Editor it's nice that all the curves emanate from a value of 0. Set Skin Pose saves…
If we use creasing in maya we just smooth the object in maya and send the smoothed version to zbrush. Or we use scripts to convert the creases to real bevels. Or we use scripts to convert the geo to a sculpt mesh. Or we dynamesh it in Zbrush. All that depends on how clean you need the topo in the end. Short note on the geo…
Hmm then THAT doesnt bode well. Might be as dumb as Robot Jox then with this guy... "Writer Michael Gordon is rumored to be drafting a Mechwarrior script. Gordon is no stranger to big, explosive Hollywood conventions, as he penned the screenplay for 300 and came up with the story for G.I. Joe: The Rise of Cobra" Do you…
Oh, I use this script quite often and I never had this problem. But yeah, I normally use just one SG so when I click reset it actually works as it should work. And well, never did that on a mesh with sooo many verts so it can be a problem as well. You can try to use one other script that someone posted on @Obscura's thread…
Yep I had a look at the command echos for that too. Looks like it's not something that gets done at script level. Wonder if the source code for the selection tool is provided so I could add a callback that executes a script and recompile it... getting over my head with this but it's worth a look :D Oh and yea I know that…
the same technique is used as I believe in Polyboost aka graphite tools in max2010+ when you render a wrap map. It blends a input texture around the object as well and bakes it to the target UV channel. Although using a shader gives this thing a whole new dimension if its fast enough for real time situations. Maybe even a…
You can buy visual scripting for unity in varied shapes on the asset store too For more art heavy projects and first person stuff I would go with unreal, for more gameplay heavy and otherwise unity. Unitys biggest advantage is the asset store, C# and the Windows style editor, which I see as unreals biggest weaknesses, the…