EA Frostbite Engine is being tested as a previz tool for the new Starwars films. IPad recived image data from a PC and was used as a tool to help directors line up cameras and action. There was some kind of extra tool strapped on to register the height axis but apart from that the directors used IPads to rapidly previz…
Hey, how did you get your texture to go onto the scope? When I put my design into csgo workbench it doesn't show up (the axis are all on 0 and the wear type too). With all this off the skin is still scratched and the scope still doesn't have the skin I made on it. P.S. this skin you made looks AMAZING! :3
Hey zigzag, There is an offset option in the filters menu which allows you to move your texture in X or Y axis. On the other hand the new versions of PS (cs 6) has a tiling plane similar to what you can find in mudbox which (I guess) you can find in the 3d menu.
Ah, I see now. This is a bit obscure. With your components selected and with one of your translation tools active, clicking on one of the axis handles will display the XYZ values of your selection at the bottom left corner of the window. This displays the current location of the gizmo and will update in real time as you…
The "stuttering" could be a lot of different things; - You might just have some keys that are too close together. - You might have keys that are between frames. This can happen if you try to move keys to a frame that already has keys, instead of replacing the ones that already exist, it will offset the new ones a tiny bit…
Proportions to 8 heads tall, cut a bit of the torso length and changed the leg length a bit (they did get squashed, but you can scale them down the x axis if you don't like them this thick :p ), also added hipbone (should be at about the right position...no expert though!) Hope it's helpful :)
translateMatrix = transMatrix subMove * ((eulerAngles subRotate.x subRotate.y subRotate.z) as matrix3) * scaleMatrix subScale This line builds the target transformation matrix from the input parameters. I do it all in one line to minimize code, and maximize confusion. :) A transfrom matrix is built from these components:…
Hey, I'm making an FPS game with a spherical world in Unity. We don't use any vertex shaders or anything: we just build directly as if it's a spherical world. I wouldn't recommend using vertex shaders because that might actually be harder to build -- it wouldn't necessarily be WYSIWYG anymore. We use a rigidbody FPS…
In a word I want to set only layer comps as final channels and no groups in the layer stack at all (theoretically). Or rather having my layers grouped and linked by certain subjects in a way completely unrelated to output "channels". For example having layer groups something like '' base dirt" ,"stones" , "puddles" etc.…