What do you want to know exactly? There are 2 ways to make an anim continuously playing in game. 1. Anim blueprint - state machine - make it its default and only state and then it will play that anim forever 2. Just add "play animation" node on event begin play in ts blueprint, and set it to looping.
If you're using Max 6 or higher I would strongly suggest using Particle Flow. Then you can use the Stop operator, along with an Age Test, to do what you want. The Stop operator is not included in PFlow by default, but can be downloaded here: http://www.orbaz.com/products/particle-flow-tools-freebies.html
Huh... well I normally don't work like that when tweaking the cage. I didn't even know push worked on selections of verts ha! I normally reset it (because its a crazy nightmare by default) then push (everything) out and go in and move the verts around by hand using the Select and Move tool.
i think you should just keep doing what you are doing now, its all art and thats all that matters! in fact i bet a lot of people don't know as much about normal mapping as you do, so that pretty much makes you skilled by default Good Job!
As both the lads have mentioned, if you use a router in your house, your software firewall on your machine may not be the only thing preventing access to the internet. Most consumer brand routers I know have everything except ports for mail, HTTP and news closed by default. I hope that helps a bit..
Also, it only pixel snaps if there is a map that contains pixels applied to the object. So if you have pixel snap on and no materials applied yet it won't snap to anything. The default UV checker pattern is procedural and won't let you snap, as it doesn't contain pixels to snap to. Another reason to use a custom checker…
Ghost: the other thing is that in that image you posted the title bar of the image you're working on shows it as being in 8bit Greyscale colorspace. "Untitled1 100% (Layer1, Grey/8)" I've had this happen a few times when I make a greyscale texture for something, and the "new image" settings get stuck on greyscale as a…
For number 2, I find is best to keep the normals inverted (which zbrush does on default when exporting) when you import into you your program (I use xsi in this case)and export back out to ZB. Kinda sucks that ZB3 is so nitpicky on re-importing a sub-d comapred to ZB2.5
What KazuyaMichu said. It's the ray distance. You can find the settings under Low definition meshes in XNormal. Change it to something like 2. The default was 0.5 last I checked. http://www.xnormal.net/Tutorials.aspx FYI: You'd get answers to these type of questions faster if you had posted this in the Technical Talk Forum.
Bull. If he uses the default anims and just links them the models will work fine in 2004. All of my models were done for 2003 but the anim data is dynamically linked and they will use the 2004 animsets when used in 2004. Only real difference is they won't crash 2003 when you try to load them there.