Hello, I've been using and experimenting with UDK last few months, so this will probably be easy as cake for most of you. I have an elevator set up, controlled with kismet and little unreal script (custom sequence action). The problem is with matinee animations. I have 4 floors and 4 switches (one on every floor). I also…
Nice work! " allowed to share the SFX files" Ofcourse you are allowed to release the SFX. I haven't looked at the code but for readability it helps to properly name the nodes in the Shaderfx graph if you havent already.
Yeah.. When you can afford it ^_^ On a side note... did they change the group node key in the UDK material editor ... I could have sworn it was "C" in UT3. Maybe I've lost my mind.
Ah you're right, it's been a while. I hadn't actually animated in my little test scene. If I also uncheck Use Nucleus Solver on the hairsystem node it animates for me while in static mode.
Hi all, I’m an Art Department Director at a game studio, and we’re specifically looking for a very fast character rigger to help us evaluate and improve our rigging pipeline. Speed is the primary focus here. We’re looking for someone who can turn around solid, game-ready rigs quickly and consistently. Phase 1 (Paid Test…
Hi. If I export my texture as mipmapped DDS from Photoshop, do I still need to set the filter type in Maya's file node? Should I set the filter to mipmap, leave it as quadratic or set to None?
This is in Maya shaderFX but should work the same in max Make a new shaderFX material, go to advanced mode, delete everything and then recreate what you see below In the texturemap node simply set the filter type to point
Nope, you're not wrong. I won't block them xd don't worry. The money can be a kind of a secondary objective by now, I was looking at it by different angles. Thank you for your two cents
The USD team at Autodesk is happy to share the updates to our USD plugins in Maya and 3ds Max. Maya: * Use native camera viewport controls with USD cameras * See USD Light shapes and pick in viewport * Exporter now has option to Export a ProxyShape as an Xform with Reference to root layer * Outliner now allows reloading…
I'm going to get all sweary, don't take it personally, I don't have time to clean it up and think of proper verbiage, plus it's how polycount used to be. My personal usage history: I've used Max more than any other program, but that means I'm more intimately acquainted with it's warts =P I currently use Maya for animation…