Hah, that doesn't sound like what I experienced. I like to think I'm decent at art, and I know c++ with directx, hlsl and scripting yet still 90% of companies didn't even want me for an internship (they wouldn't even have had to pay me lol).
flash example: render 20 frames, import them into a flash stage, grab some action script that controls movie clip speed by mouse position. bobs your uncle cheap and rather graphics heavy, but flash does have a 98% audience so they are very likely to see it.
Okay, and what can I do when I ahve random flipped faces in my mesh that i can't really see in 3dsmax but when exporting in cry engine 2 they get vissible because they're invisible then?unify normals script didn't do the trick for me...
Awsome work, do you guys use diferent format files on ashes models? I mean is it possible use a external unit or build and convert to ashes format? Ty for the help now i can use that script on 3d Studio and use it for all the models.
So this is just essentially a prefab? I'm actually really interested in doing something like this. A similar solution was suggested to me though, I don't really have a background in scripting/coding. Are there any tutorials that speak directly to this kinda of solution? Thanks for the replies. Awesome feedback!
Ok, so I've found a workaround, instead of trying to apply another object to all the XRef objects in the scene, I've used a script that instanciate a child. Each child object will find his parent (match by name) and take the same transformation than his parent.
All games studios I've worked in have used flash. Aside from 2d games and animations and animatics for visualisation, often it's the way user interfaces are made. Flash animations and scripting can be loaded into games using custom code or using middleware like scaleform.
You can save yourself steps 1 & 5 by using the headus bridge script found on scriptspot. No need for import/export Or stay in Max and: run Straighten Selection> run Relax by edge angles with 'keep boundary points fixed' checked for exactly the same result.
Just use a Float Script on the Y and Z of the limb. (Assuming X is the direction to the next bone. originalUpperArmLength / (distance UpperArm ForeArm) You can leave inherit scale on for the ForeArm so that you don't need to use more FloatScripts on there. But turn it off for the hands and/or fingers.
hmm wounder if it is possible to get a script to pull everyone avatars from the forum, than use them to make a image by comparing there averaged colours. seems like there would be someway to write a programe that could take a source image and use a crapton of avatars to try to recreate it.