Hey! Decided to work on this again today :D I started working at 5:30PM. I'll start fixing what I listed above. I had a nasty crash about one hour in and lost a bunch of progress that I made on the hands. But you know the way it usually goes! When you have to do things two times, the second time is always quicker and…
Just wanted to tell you all my gripe with certain component manufacturers and distributors, the absurd waiting time endured for parts to arrive (3 months) the many phonecalls, some overseas and false promises given by these companies that has resulted in me spending over £3,200 on a computer system that I cannot use... My…
global BoneArray global BoneNArray global WeightArray global PasteArray -- Pass the vert id to extract all the weights to arrays fn CopyWeight theVert = ( -- Empty the arrays BoneArray = #() BoneNArray =#() WeightArray = #() theSkin = $.modifiers[#skin] BNumber = skinOps.getVertexWeightCount theSkin theVert BN = BNumber as…
Ahh in that case, it gets difficult. The reason I don't think it will work is because quite mode is very specific to what triggers the error. In this case I don't think quitemode has an option for export (you're exorting right?), but the render "missingExtFilesAction:" might work, but I doubt it because its not triggered…
Hey all, I'm part of a team making an original game called Jack Kalibur. Its a sci-fi RPG with some pretty cool gameplay features and a kick*** storyline. We are currently in our alpha stages of development and need some modeling and programming support. We already have made our own basic physics engine and are stilll…
Hi guys, this is my first thread here in polycount. So don't be too mean to me. :poly124: I have in plan in the next 80-100 days to model 120 realistic high poly weapons, I reckon each weapon can be model withing 3-4 hours depending on how much detail it has. I have some skill, I'm not the best modeler but I think I can…
I really like the cleanness of the site and the fading orange squares in the background. Plus the moving nav bar, that's pretty cool. It makes me think that they're moving pistons. I think your main body design is to narrow. You need to run at least a resolution of 1248x1024 to view the whole thing. At 1024x768 (most…
Yay! That sorted it. In the interest of meing nice, here is the script too. Why did I write this? Well, max 7 has a skin weight mirror facility. Unfortunatley the scale I have to work at means that the threshold value is often too small, and I always have a few weights that won't copy - 0.001 is too small, 0.002 is too…
Team Chivalry is proud to announce their next project: Chivalry: Battle for Agatha [ame] http://www.youtube.com/watch?v=ay_X0z8x-ls[/ame] Chivalry, an upcoming title created using the UDK, is the next step in first person medieval combat. Team Chivalry is building upon their successful and unique take on deep and…