I think that vehecles arent rigged ingame but scripted to behave giving the input (acceleration + wheel direction) so since this seems to work in max you have the right solution (the concept of that) maybe making it controllable by the inputs usually used ingame (lets say a stick of a joypad) and you're really done with it
The game engine is Unity. As for programming, my skills are rudimentary and years out of practice. So I can't really help you there. I'm using a visual scripting system called Playmaker for this. Everything I've done for Pseudoburger was made that way. Here's a link to their website in case you're curious:…
Normally this is fixed in Maya 2012. If you're using an older version of Maya, I recommend this plugin which copies 3dsmax's inset behaviour, it's also nice because it's fully interactive, like in Max: http://www.creativecrash.com/maya/downloads/scripts-plugins/modeling/poly-tools/c/maya-inset-tool
So would it be too much to ask for a material that makes an object always try to point one of its axis to world-up? Also why does any of this require scripting at all? Isnt this functionality that should have been in UDK since the first build? It's been used in games since 1997.
great responses! I'd also recommend C# and Unity if you really want results quickly. I've seen people coming from scripting language or from the art creation side and both were able to really quickly get into it and prototype simple game designs with very little learning effort.
Don't need to purchase Flatiron to do this. Just add a UVW Unwrap to all your objects, Pack UVs. Then duplicate your objects, attach them all together, and use RTT to bake the single map. Then simply delete the "all-attached" duplicate. You could easily script something like this.
@Marcus Aseth with this new addition you can either choose manual which opens instant retopo or automatic which will do it via a command script and loads it back in. https://www.youtube.com/watch?v=U4mP-TrxV_c Instant meshes is explained nicely in this clip; https://www.youtube.com/watch?v=U6wtw6W4x3I
I believe your base 3d program of choice is always preference when it comes to modeling, I know a lot of people here who start to recognize their programs limitations will delve into creating/buying scripts for more complex and faster modeling technique in which case you may want to look into.
@P442- have you tried the rigomatic rigging scripts for maya? You can set up any amount of additional appendages with IK chains automatically- I reckon this would make those pipes fairly painless- it's exactly what I plan to do with my current project's piping! ~P~
Funnily enough, it's a little haphazard.. I've found that for instance "Realtime" lights get baked into lightmaps as well and I do seem to remember it occuring the other way around as well. I basically disable/enable Realtime lights per script before I start the long, long, long bakes ;)