Not the most elegant solution but here is a script in Python that does what you want (not familiar with MEL). Just turn this into a shelf button or the like. It works by checking a stored value done with "optionVar" and if the var is True then runs the mel.eval to turn the object off and vice versa. It's wrapped in a try…
Hi kunalht, I can give you my personal series of study references. Keep in mind it is my own study path, not what every TA should know. As a matter of fact "technical artist" is quite a blurry definition, they can be more art oriented: artists who can script a bit, or more code oriented: coders who write tools for the 3D…
....as long as you add a 'Tassie' (Tasmanian) devil sometime down the track when beginning to populate this level with chars, I mean at least a salutary nod too LTs 40s & 50s TV anim vintage - then I'm all good wid dat B) Also no worries about copyright infringement shite either cos one can't patent intelligent design…
So just wanted to give an update. I ended up doing some scripting in MEL to automatically create layers (so I have aluminium layer, a chrome layer, a rubber layer... breaking things up by material). These are not render layers, but display layers. Then I wrote up some MEL to give me a window with a few sets of buttons on…
Is the game play more like ME2 now or is it still very similar too Dragon Age 1? If it is more like ME2 then I will defiantly pick this up. But if in the end it is too much like Dragon Age 1 I will pass. Also hope the game isnt a crazy 60+ hours to beat it. 30 on ME2 was perfect for a long game without dragging on. Games…
Yeah, I heard this too, if it's true that'd be awesome. It's already pretty flexible with MEL, but QT would make it a lot more powerful, kinda like the .NET stuff in Max but more ubiquitous. As for max 2011... meh. There has been absolutely nothing I wanted added since Max 2008 that I couldn't get through custom scripts…
You are so absolutely right! :D So Here is what I found, but Keep in mind I haven't looked them through myself yet, so I can't vouch for their quality personally :) http://seithcg.com/wordpress/?page_id=30 This one is from SeithCG.com and it deals with seamless FK/IK Rigging.. It seams like there is some pretty heavy mel…
What format of MDL? - Quake1 MDL - Half-Life MDL (These are generated by compiling exported .SMD's) - Half-Life 2 MDL (same as above) - Serious Sam MDL
Hey Polycount, I'm working on another pack for the Unreal Marketplace, this time it's a pack of melee weapons. I'll update the post as I wrap up each of the three weapons. Let me know what you guys think! The first weapon I've finished is a one handed war axe. It's sitting right at 6k triangles for LOD0. Modeled this dude…
Ya the 2 packages can do a lot of the same things but do it in very different ways. The java experience will help with python, I would recommend python over Mel for Mayas scripting, since Mel is less powerful and mostly just legacy now. Though Mel is needed if you have to modify existing scripts.