I'm not sure you can do that straight up to work per-tool. What you can do is write a script that'll fire a command based on the currently active tool (I've got various modal tools set up this way - for example, W is bound to weld unless I'm in item mode, then it'll activate the move tool).
Finally back on this now that the pipe script is stable. Got the bakes done for the pumps at the top. Moving on to the rest of the machine now. I am going to rig up the pumps to move in and out and probably have some other nifty color thingamajig as well. The top pump is 2704 tris The bottom is 1978 tris Damn cylindrical…
Yeah NetherRealm's version of Unreal is so heavily modified, it's almost not even the same engine anymore (specifically on the script side). What was awesome was the modifications they did to Matinee (which they called Cinema). But I can tell you from experience that making a polished, playable fighting game is probably…
maybe write a wrapper that reads out the vertex color and ads it to the ASE or OBJ ASCI with a custom set of data? edit: Couldn't find it in the Wikipedia: http://en.wikipedia.org/wiki/Wavefront_.obj_file so when you export from max or maya it doesn't export vertex colours but like I said maybe a script could add that to…
Yeah but you were also just walking around by yourself. I wonder if they could maintain that visual fidelity with enemies and combat and scripting going on. Having said that, Valve has a lot of great programmers on staff so I don't doubt a new engine/tools is in development. They hired a lot of heavy duty graphics guys…
Doing it in Photoshop is generally a bad idea - it doesn't handle vector maths particularly well. I've written a Unity script to combine normal maps using Reoriented Normal Map method as outlined here; https://gist.github.com/Farfarer/4761486 I've also put it into a really simple standalone exe, which I could upload if you…
Really nice ! but the chainmail needs work, check this out : http://www.polycount.com/forum/showpost.php?p=1115091&postcount=156 the download link to the requried plugin there doesn't work anymore though - but I found a site linking to that plugin :…
BTW, this is What I am doing right now. A script to automatically connect substance painter textures to an arnold shader, then create a shaderfx preview materials with attributes linked to the arnold shader, so when you change one the other changes too, aiming to get as close as possible to the arnold render. Left is the…
Under the Scale Tool options you can check "Preserve UVs" and then scale your object up in face mode (select all the faces of your object rather than selecting the object itself). This is finicky though and doesn't always work as expected. Other than this option... A custom MEL script could probably get the job done.
You're of course completely entitled to have a bad opinion about the movie as a whole, but I believe that the craftsmanship behind the script is top notch. Sure, it's as simple and mass market as it gets, but it just works, people didn't go to see it again just because of the CGI. It's in a completely different league…