Added collision and a little impact with a material overlay. Was struggling a bit with material overlays. I did it, by switching to an extra material, which lerps between my emissive and the default one. Is there a better solution to overlay a transparent material on top of an existing material?
What performance in Legacy Default Render and Legacy High Quality Render? Maybe try changing from OpenGL to DirectX renderer for the viewport. Remember to restart Maya for this to take effect. You can find this in the Preferences under Display at the very bottom.
Thanks guys! need help! I have backface cull problem with WR cape. Does anyone knows is this ok? I tried a default one but it has the same issue. However i saw WR sets without that problem in workshop.
Undo is disabled by default to increase performance across all painting modes. If you'd like to enable undo, enter 3DO Painting mode (NDO or DDO) and click on Performance at the top right - Undo and Fix Seams Automatically will be visible in that menu. :smile:
There's an equivalent to the G of maya in max, but it's not quite as powerful as it only works on poly tools I think, you can find it in Edit Poly, called repeat last operation, and by default it's assigned to ; if I remember correctly (may be my config here).
Regarding materials I now have a shader with colorizable rimlight, fake sss and hopefully other fancy things soon. Will post it later if anyone interested. Here with 512*512 maps two default lights and one Roboblitz skylight. Wooo.
[ QUOTE ] Max units match UnrealEd units on a 1-to-1 basis. It's handy like that [/ QUOTE ]Maya's default units (cm) are also 1:1 with UEd. handy, indeed. but UEd's units != realworld cm, it's just an app-app equivalency.
yes, look in the folder max is installed there is a folder called autoback, thats where you files are, there are only 3 by default tho, so if you have been working since your loss, then the autoback files are of what you are working on currently.
When you say "skin to a deformation rig that's constrained to the biped", does that basically mean rigging bones and/or dummy objects in place of the default twist links and linking them to the biped in the same spots? Or are you talking about something more complex?
Dont use the hardware shading mode in the direct x viewport. That seems to be the bug. You can use direct x shaders but for some reason the HW shading mode for the viewport (shift + f3) by default causes these errors in 2012 on some machines.