+1 to this approach. I use it all the time, esp for keeping rigs organized. Rather than use the link tool, I'd use mxs .parent to add selected objects mxs:myMayaLikeGroup = point cross:false name:"myMayaLikeGroup"[COLOR="DimGray"]--make a group[/COLOR]for each in $ do each.parent = myMayaLikeGroup [COLOR="DimGray"]--add…
i had been capable to technically reproduce the creation of a tillable texture using nanomesh and Array mesh. just have now to code that in my plugin ;) Waoh, i get impressed myself ! I can make 1 tileable texture per minutes, and also edit the nanomesh , and generate full some new tileable pattern, render with bpr then go…
Well did some tests, and didn't had to change anything in my code: it bakes AO and Vertex Colors without an hitch with the same xml file. I'm using the last xNormal version, maybe it's been fixed. Also for each Object to bake I use a new bake process, so I can get the exit code for each object and know when i get an error…
@OutOfInspiration: I took the liberty of another mockup there is only one button and its big and in the lower right corner (usually confirmation corner). Maps are placed in a multi list view (can be done with a dotnet control). You had some -maps names in the maps list I don't think that that is needed, just name them…
uploaded 4 new videos today for new features and updates in shoebox that are partially already available or will be out in 1-2 days. Masking flat images [ame="http://www.youtube.com/watch?v=6C-OR48x2IM&list=UUthitAX8BC2zolBRP-cHg8Q&index=4&feature=plcp"]ShoeBox: Mask flat images - YouTube[/ame] Extract sprites update…
BeatKitano, Right now its pretty much just building. In the future I want to implement a component based vehicle creation system, crafting, and team based gameplay. Vrav, I dont want to up the triangle count anymore. It has to rebuild at least 1 8x8x8 block cell every time someone modifies the terrain. Plus when I do stuff…
FreeImage is great imo. Works fast overall I feel. It also supports all the image formats I wanted in 1 package. Plus makes it easy to get an Alpha Channel Bitmap, or modify the bitmaps Hue/Saturation/Ect easily enough. He's still working on it and improving it, so that's awesome. I did run into issues here and there with…
Yeah... well 1 issue or thing I thought about with this, is if I DID create a database of thumbs, it wouldn't be up to date if they delete an object and save their scene, unless a callback detected it, and re-created the thumbs. Right now I'm just rendering the thumbs for the file you want to merge, and storing them in…
PhysX Toolkit for Houdini: https://youtu.be/yzA-dMCmeok It's a start of bigger project. The end goal is to have (very optimistically, two years from now) complete realtime dynamic solution inside Houdini. On the roadmap are: 0. NVidia PhysX 1. NVidia Flex 2. NVidia Flow 3. NVidia Cataclysm 4. NVidia HairWorks 5. ... plus…
Awesome, thanks dude! I will have to try that out this weekend. I managed to setup my test App to know if it needs to add/update a blob now, and does so properly. Next I want to do the Transaction thing, and look at adding the new items/updating, and then threading the creation/updating of the blobs as you said. I need to…