That is probably a good idea but getting that to work might be tricky with my current system. Right now I use a capsule collision volume to activate the pointer. The actual grab is done with a sphere trace that matches the dimensions of the activation capsule. The collision check isn't accurate for picking out which…
Object Orientation is SORT of what your looking for. its the object's Z axis, not the worlds. So it will always be in respect to the object's local up. Which has its uses, but if you're looking to make some sort of deposition shader it might not do what you want. IE if you turn your rock upside down the snow will stay on…
Your idea works ok, but the bullets are off by a few degrees. Somehow the bullets and the dummy objects have to pass through the spline control points at the same time in order for this to work properly. I also tried placing a bullet on a spline in the middle of the chute and create two other splines on the left and right…
GarageBay9, you don't seem to be using any alphas which will easily help you reduce your polycount for this prop. Something I might suggest is have your normal on the object while you reduce, and see where the normal can carry the information. Also I make a referenced object and put a black material on it to look for any…
A few general ideas for any kind of Maya problem. Did you restart Maya? (Already answered I suppose) Did you try this in a new fresh scene on a simplified object? Did you restart your computer? Did you delete your history on the object? Are you using High Quality Render? Try disabling. Did you try deleting your \Documents…
If I understand you right, you are trying to track the eyes but you're not getting any results? I'm afraid I don't know much about Mocha, but After Effect's default "Tracker" works just as good for simple tracking jobs. I could tell you how to do that. Load in your footage. Create a Null Object (you don't have to do that,…
Its been a long time since I updated this project. Lots of things have happened since! I ditched the big back tire. Would of eaten a LOT of texture space! I also was able to shoot a normal mapping test onto a LP model and I think it turned out well. Here is the finished HP model of the Stalker APC. Here is the normal map…
Here's some comments. [COLOR="Green"]--NOTHING WRONG WITH THIS LINE, EXCEPT IN MAXSCRIPT IF YOU HAVE AN ELSE CLAUSE YOU NEED TO USE "THEN" NOT "DO"[/COLOR]for obj in selection do[COLOR="Green"]--THE BRACKET DOESN'T NEED TO BE DOUBLE UP[/color] (([COLOR="Green"] --YOU DON'T DECLARE VARIABLES IN MAXSCRIPT OR END LINES WITH A…
It jumps? odd, I think these 3d programs are designed to pivot around a selected object or by the world space by default ... or most recent position ... so i think you need to select something and click on the option for recentering your viewport nav thing ... sorry this isnt very concise, its actually been a while since…
in the normalmap sample for luxinia I used the AO map for the "unlit" side, which makes sense imo as the simple "flat ambient" color isnt natural. That is where I see best run-time use possibility, and would require a separate texture (or stored into diffuse alpha). the technique where multiple lightmaps are generated and…