The bottom right has the math to extract my two masks. I subtract .5 to pull the 127 to 255 range (really .5 to 1) down to 0-127 (0-.5). Then I multiply that by two to stretch it to 0-255 (0-1), then clamp it in case any values were greater than 1. For the other mask in 0-127, I simply multiply by 2 to expand it 0-255,…
Try this : geometryConstraint -weight 1;normalConstraint -weight 1 -aimVector 0 1 0 -upVector 0 1 0 -worldUpType "vector" -worldUpVector 0 1 0; To use it, select an object you want to constrain to, then select your bolt. Then run the script. You should now be able to drag the bolt around with the middle part of the move…
I believe this happens everytime you add or maybe even renaem an object to the FBX. New object transformations will be set to 0, 0, 0 while old are updated with the currently used in toolbag.
i hope to see hawken's mockup and your other constructive input in the new discussion thread for the redesign! http://boards.polycount.net/showflat.php?Cat=0&Number=116456&an=0&page=0#116456
In case you didn't catch it, there's also this thread and article here, some good stuff to keep in mind: http://boards.polycount.net/showflat.php?Cat=0&Number=73945&an=0&page=0#73945
We were just talking about this over in P&P, Rorshach and others had some good info. http://boards.polycount.net/showflat.php?Cat=0&Number=91531&an=0&page=0
It's still trashed. You're using html code, but you need to use the forum code, here's a tutorial http://boards.polycount.net/showflat.php?Cat=0&Number=533&an=0&page=0#533
most of it landed right here : http://boards.polycount.net/showflat.php?Cat=0&Number=31713&an=0&page=0#31713 i beat ya to it. tag- mutedgrunt , be sure to rock ya later
Sorry for necromancy, maybe, someone there stil trying to figure out this. You really need some space for padding to have 0 seams. Also RizomUV has now cool workflow to make it more less automatic ))