of course i do build the menues with loops and arrays. ;) your solution works already in my script, just gotta fix some logic problems and i'm done. one more time thanks for your input. just sad there is no state or command in mel to get this behaviour automatic.
Aha, so via the Paint Vertex Color Tool, we can apply a texture map as vertex colors, which can then be queried with "polyColorPerVertex -q -r -g -b", and written as normals via "polyNormalPerVertex -xyz". I'll try to write a script to write the colors to normals in the morning.
I'd just pull the information out of the object in my ue4 Shader unless there was a good reason no to tbh However, in max... Probably the simplest conceptual way is to script the vertex paint modifer - it's probably pretty well documented so have a poke around and see how you go.
I was wondering how simple? Do you need to start compiling scripts? I have downloaded and coocked/compiled the package from the starters kit with frontend), but I have no experience with coding. What other options are there. I haven't found any tutorials sofar, how to do it.
I still haven't found a way around it :/ I just offset one, then quickly go down my layers hitting CTRL+F on each one. It repeats your last filter. I remember finding a script for it once somewhere but it quickly stopped working for whatever reason.
In maya 2011, there's a transform component tool under edit mesh. Think thats what you're looking for.. Only thing is it's a one time thing so if you want to just turn it on and do stuff then turn it off then you're probably out of luck/have to script something if possible
Nice! That Perna guys, his something, isn't he? I would love if someone could super-size-boost Eric's script so that it does the math for you automatically with the real Vert/Tri formula, oh lordy, that would be insane and so much more confidence boosting.
They use face weighted vertex normals. Ther's a thread floating around about custom vertex normals on the first or second page. Should have some useful scripts for you. edit: http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1
Wasn't happy with the texel resolution; seems the normalization script wasn't behaving very well, so I rescaled them manually and repacked the UVs. Painted some textures. Hand-painted textures are harder than I thought they'd be... XD Also rigged her up for animation.
@Yadoob - This is very cool and will have tons of use for future workflows as deferred decals become more common place. I showed it around the office and others were excited about it! Waywo - We would gobble up a well constructed maya script that mimicked this! [Edited to be more constructive]