Just going off on another rant: Why is it that software makers not only require a CD per user but increasinly add protection against copies in LAN games (no same CDKey, for example)? Isn't that damn counterproductive? I mean, what better advertising is there for a game than playing it with people you know? I mean, what's…
Hi. I think this "automatic root" thing you're seeing here only works because the exporter expects it that way. If that is truly the root bone (the top node in the hierarchy) then everything else should follow it, it shouldn't move based on other bone's movements. But a way to do what you want in Blender -- visually, at…
Malcom - I'll get the load/save expanded to the 3d preview checkboxes in our next update. We just recently enhanced our support of the save/cancel/load system to include the 3d preview in this latest beta so we are only one step away. Regarding copy paste - can you share more specifically the workflow in which you utilize…
Yea I used 3dsmax and now use Maya. I tend to stay away from the wrap deformer method in maya even though it's close enough, and stick to copy skinweights there are a few options in there that you'll want to play around with. In general I stick to closest point on surface and closest joint. UV isn't a bad option if the…
Amatobahn, nice of you to share this stuff. However I would recommend a slight change to your FBX export script! At the moment your script will delete any Turn_to_Poly modifier on top of the stack after running, not just the one which was added if they wanted to triangulate. I suggest you use a local variable to store the…
I think you're falling for the false logic that one has to sell copies of what they create to make money. The problem being, that if people can get it by other means, it's not an effective strategy. So you should try selling what can't be copied. Your time, effort, and skill is not easily copied. Sell that. Get people to…
If you want to create multiple copies of the same mesh, here's a suggestion: - Read the mesh geometry into a Python object -- a Numpy array for example, with all vertex positions as 1x3 rows, as well as a a tuple of tuples as an index buffer, representing the mesh polygons formed by the vertex indices so you can rebuild…
Looks really nice and cozy. Imo I'd make it all a bit more saturated, to really give that tropical paradise feel. If it's possible it would be really nice if you could make the deeper parts of the water turn darker, to create more variety. What renderer are you using?
oooh I like this CM, it looks like a very cozy and cuddly outfit :) Only critique would be that the staff looks very uninteresting, as the shape is kind of similar to the original one. also "magnetic impact pickaxe": Really like that, it's something new and definitely makes this set stand out.
Ah super cozy! I agree with Endfinity Jon in this case, you could probably push the lighting a little bit more and add a counter-color to spice it up :) I'd say just try stuff out in the editor of yours to see if you can come up with something more.