Hi! Looking at the screenshot, I see that in the toolbar the tool is currently set to "Subtract" and you have "vertex selection masking" enabled. So currently you would only be able subtract weight from the vertices that are selected in edit mode.
Here's a sample of DV-recorded-then-compressed video. Works otay. http://www.whatif-productions.com/video.htm (not the Gobbler one tho, that's pre-rendered) One of the Discreet demo guys told me how they compress their 3ds Max vids, which look pretty good. Might be worth a re-examination of the TechSmith route, at least…
Heya Peeps, Quick question, anyone experience sluggish responses when in Editors like the Material and Kismet (mostly Material) in UDK? I recently upgraded from December-2011 to May-2012, and the entire thing feels very...slow. Materials take forever to make changes (I noticed a 184.76% increase in node loading times,…
I use the cut faces tool quite a bit for adding control edges in cases where I have to deal with diagonal lines or silhouettes that I don't want to alter by selecting edge loops and moving them. I always find myself going back and rounding off the cut face coordinates by hand to make sure certain edges are uniform (OCD I…
Hello, QA: 1: does pixaflux process on the GPU where appropriate? Yes, some of PixaFlux's nodes are executed on the GPU (Vulkan and OpenCL). 2: can I script it - at least in terms of launching the app, loading some things and dumping results? Not yet, sorry. We have a node called Sprite It that generates sprites with…
do not decimate the sculpted meshes, ever. Puts some sort of "wave" into the normals and i dislike that so i do not ever decimate the sculpt, its a struggle on mid to lower tier pc's but if you want that extra ooph to stuff as i do, i do not decimate. that is just me. idk about others. (now i have a mid to mid high tier…
Hi again, I need to correct these two things where I dropped the ball: - I said "modern texturing workflows using photographic sources", but that's actually the legacy workflow. The modern one is using Substance Painter to create procedural textures (pretty much infinite resolution, if you're not using any raster maps in…