Almost a year has passed from the release of Octopus and here is a bunch of gif animations showing you, what you can do with it. The list is not full at all just the fraction of the thing which you can do with it. Most of the menus are using a Hold and Release behavior. This means the menu is active only when you hold down…
Depends! In that one i used Lightness but inverted it so "darkness" and there is a user-selectable threshold percentage to define where the cutoff is taking place(if its less than the value, black, otherwise white). It features all of these biases to define where the sorting takes place and each of which can be inverted *…
https://youtu.be/jBVtoGVu_Ns optional drop in mesh helper for 3ds max, my solution for multiple optional meshes in game dependent on the game params. The helper has a custom attach constraint that binds it to the mesh that requires the optional geometry (the attach constraint returns all data needed to fit the optional…
My GameJam Game this year: Quadroid This years theme was the Ouroboros snake. I worked with iLKke (who works with me at soap creative) on this game within 48 hours. I used as prototyped before on the gamepad input: adobe AIR and stage3d hardware acceleration using the starling framework. The game uses booth analog sticks…
Originally Posted by Norman3D That's awesome mLichy! It would be very useful in combination with another script I'm working on. UDK Sync is kind of an experiment. I'm trying to bring 3dsMax and UDK closer together. I think I already posted this video some time ago: UDK Sync 0.2 - YouTube To sum it up. You can take…
Martins Upitis got realtime area lights of rectangular shape and arbitrary texture (Even Video! Shown at 7:16 in the first video) to work in the candy build of Blender 3d. Specular and Diffuse area lighting work excellent and are supposedly very efficient.…
Thx for the answers guys! renderhjs The exporter we're uing is an external collada which i think has no "silent" option when in comes to exporting. renderhjs & mLichy Checkboxes would be nice of course but i have no idea :D i just used some functions which Max brought and packed it into a user friendly interface. Besides…
Thank William! It's duplicates of the mesh, but they aren't linked to the scene, so they aren't visible, or renderable, but they are saved in the blend file's data block. I can bring them back at any time. I can also access them via the DataTransfer modifer, even while unlinked, and transfer all kinds of data from them…
Yeah, no problem :) Actually... I was up till like 3 AM programming this lol... But anyways, when I was going to bed, I realized how I can catalog the Obj names/Thumbs and get them back/edit them accurately/appropriately like RenderHJS Mentioned... Soo.... I got it all written out in English right now, it shouldn't be that…
hooray!!!! looks amazing trebor :D looks way cooler than mine haha the big questions I have are if you can bake AO and VertexColor in the same 'bake' or something like that. Like when i tried to do it, I had it create another XML if you had vertexcolor on so you don't have to set all those goofy settings yourself. Not that…