Animating UVs in Unity is probably more expensive than just using a texture offset in the shader. You've basically got to update and write the UVs to the mesh every frame in your script. That's still going to create a unique mesh instance so it's an extra draw call anyway.
Max is the modeling juggernaut with it's plethora of tools. The extra free scripts also help. Maya, from what I gathered, is the best lower-tier solution for animation (the honor goes to MotionBuilder), so if you're an artist who wants a package for animation, it seems like Maya is like it.
On the technical side of the equation, having to write from scratch in-engine via a particular native language either gameplay behavioural logic and/or device input scripts. I'm far from being an intuitive coder, to put it mildly quite sucky in fact although endeavouring to learn nonetheless.
Awesome! Thanks for sharing these, great marbles are so inspirational. Bookmarked! If you're interested in a better watermarker, you could try XnView's batch processor. I can send you the script I use if you're interested, it's easy to edit to what you like, no advertising too.
No you cannot, as all of the deformations are controlled solely by Bone rotation alone. The engine at one time supported Moprh targets, but IT's complcated and involved scripting. For character, it's sleletal bone control, and that's it. However you can bake the simulations in using dynamics and constraints to drive bone…
If you want a printer, Canon offers good ones and most importantly the ink carts are cheap (never buy cheap printers, BTW!). Or go for a laser printer. Laser printers tend to make up for their cost quickly after you've printed a few university course scripts.
Merge their geo into your source scene and apply their texture to the original model. I'd look around at some scripts to see if there was anything to speed the process, maybe there is something that would load a batch into your scene and do everything for you. Or, you could just ask them not to be lame.
creationtwentytwo, did you ever pick up Modo? You could use the Constrain to Path and Duplicate script there's even a video tutorial on how to use it to make a bicycle chain. After that you could bake it down to a low poly model and animate the UVs/textures in engine.
It's out in just a couple more weeks :) some cool new vids at GT http://www.gametrailers.com/video/real-space-dead-space-2/709009 Is there some kinda trick to embeded video's? whenever I paste the Embed link I just get a wall of script
Back when I started, using CGAL, all animation was defined by writting scripts, controlling the rotation and translation through time. I have a higher maths grade than most programmers I meet, though. Good fr funky material effects and particle systems.