You can probably make a script that does this with a click, but here's how i do it. Go to Tools > Channel Info, hit Add...then copy and paste from 1:map to 2:map.
@Vezeen: I don't see why it is slow to work in Unity directly? You can use PSD's or make actions or a script in Photoshop to save. So where does this slow you down?
Hmmm maybe, thanks. All the tests seem to work and I've used the same scripts etc. It's literally after I set a key that the spine stops working. All the other joints are fine
You'll need to have a script on the bullet that moves itself towards the player each frame. So don't pass it the position of the player, pass it the player transform. Then it can always know where the player is.
Yeah, Jame's script will set things up correctly. However, your errors may not go away since they appear to be caused by something else. How is your scene lighting set up?
Some interactive stuff I made. A 3D/Flash hybrid project. Wanted to experiment with some Action Script 3, and work with some 3D art as well. a random sketch during class
Probably could do that in max, with Render To Texture. Didn't Bobo have a tut about baking vert-color lighting into a bitmap? You might even be able to use CrazyButcher's new scripts.
[ QUOTE ] <if="color on brush"/> <if="color on background"/> <then="mother fucking mix that shit"/> [/ QUOTE ] lawl! I wish scripting languages wrote like that. It make my work day waaaay more enjoyable
wrap a script around the export process, something like scaling it up by 100x before exporting and then export using the FBX plugin and its current settings. After that scale it back to what it was before.
Tried to replicate this as best I could but it doesn't seem to be working. From what others have said, though, it seems to be an issue with Max that I stumbled on rather than something the script does.