Trying to export my character rigged in biped to fbx to use in unity, but I keep getting this error. Warning: Unsupported 'By Layer' mode (14) The FBX plug-in does not support objects set to "By Object" mode in the Object Properties > Display Properties group. These objects are exported as "By Layer" instead. You can…
That's a very broad generalization - borderline trash talk. Too slow for what? Material managers? UV tools? Exporters? Auto-riggers? I have worked on everything of that except the latter (rigging is not my thing) and I've never had any performance problems what so ever. The real benefit is that developing tools with PyMEL…
Played around with the idea this is the best atm that I came up with for people with this issue. Make back ground dark/ get a dark Material / for the wires go into ui / colors / change it to something stupid bright, maybe that will help you. I tried to get the see-through colors to change but it didn't no matter what i did…
I wouldn't say I master shaders. But I do think able to combine my decent understanding of maths, aesthetics and shaders in a somewhat unique and interesting way. I started with node based shader tools; you can find those in UDK, the Shaderforge plugin for Unity, and even Mayas hypershader. When I had some good intuitive…
Development on both Beast and Turtle continue, as they're basically sister products and share a lot of underlying code (liquidlight, it used to be called). What you want to do OP is make sure all the input meshes are selected (all the hp bits, including floaters), and select the LP as the output. The important part is the…
Yep, at work we use ft and that happens pretty often. At home I use standard 3dsmax units and it rarely happens. Of course I use 3ds more at work... but I'd be willing to bet 3ds likes its native units. <-That's the devils button right there... Keyboard Shortcut Override, you'll find it in the top menu as a button. Most of…
It's a bit more crazy but for the most part the guys are right. There are several paths the different pieces have to go, depending on how involved your player model is. Here is the folder structure for HL2DM as I understand it. This is normally found in; <font color="red">X:\Steam\SteamApps\<username>\half-life 2…
[ QUOTE ] The most original thing i've seen in this half decade is the grapple shot in Tribes Vengance. [/ QUOTE ] I always love when some cool new weapon comes along in a game that is so new and revolutionary.. but oh actually someone made it in a mod for quake. railgun? check (and you could see thru frikkin walls)…
Thanks guys, but I had no luck. Firstly I must mention I'm on 3ds Max 9. @ renderhjs: Unfortunately changing Non-scaling object size has no effect on the gizmo scale increment. The global spinner snap can help but only on repeated clicks, while during drag it works like the default 0.1 increment for Scale in Transform…
The game is sort of fun. I find it annoying how you can really see the zombies it be nice if there was a bit more contrast there. They just blend into the background. The iron thing, well the arm swings are way too slow, I think you should just make it so it feels like you were playing the legend of Zelda 1 for example.…