I'd recommend ShaderFX, a node-based DX shader creator plugin for Max. Maybe not quite as powerful as writing it raw (or maybe even as the UE3 material editor) but it makes it very easy to throw together quick shaders and you can easily get a grasp of what can be done (and how it can be done) with shaders. It also has a…
Small update / extra question: Thanks again for the suggestions. I looked at a few portal VFX tutorials, but most of them are more focused on Niagara particles or gameplay portals. What I’m still struggling with is mainly the material/shader structure itself. Right now, my biggest issue is that the portal still feels too…
While in mixer mode (little egg beater in biped menu) there are no curves or keys to edit, at least none that relate to what you see in the motion mixer. You'll have to create a mixdown and apply that to the biped, then exit mixer mode before you can edit the keys and curves on mixer animation. There could be keys already…
I'm working in the game development business as a artist and have always found programing interesting, especially if I could combine my art skills with code and make a game of my own. So here goes, a artist learning to use Unity scripting to make my own game. I have built a simple prototype and will post development here…
haha, nope, it drives me mad too. same thing applies to a couple of other modes (UV editor, i think?) if you select verts or faces and try to zoom in the viewport it just frames the whole mesh. Bloody useless.
Thanks! The glow effect is the 2nd example (the more 'complex' one). The first one is just a simple transition between 2 textures. As for the A<B, A=B, A>B it's a coding/math thing. Just think if the IF node was just A<B and A>B...what would happen if A=B? I've done some testing and found that it doesn’t have any…
Stingray PBS is a sub-set of nodes for ShaderFX internally. The reason they were separated was that the Stingray PBS material can contain only nodes that were supported by the Stingray game engine and its unique material. I personally also felt that ShaderFX was too complicated for a lot of artists and felt that having a…
I haven't tested this, but something like this will work: import json
import maya.OpenMaya as openmaya dagIter = openmaya.MItDag(openmaya.MItDag.kDepthFirst, openmaya.MFn.kCurve)
output = [] # Iterate through all of the dag nodes and get the curves.
while not dagIter.isDone(): curveIter =…
You'll need to create a toggle cinematic mode node between level loaded and the matinee. You can also setup the movie render with the executeble outside of udk, here's the tut for that (unless that's what you are doing, haven't used the create a movie tool) http://udn.epicgames.com/Three/CapturingCinematicsAndGameplay.html…