This formula might be useful. Not sure if it's more efficient. max(abs(x-y)*-z+1,0) x being your texture y being your desired b/w value to mask z being the steepness you want the peak to have Just shift around the y value to your desire.
probably a difference in that unreal uses z up and maya default is y up. under shading turn on xray joints to view the skeleton. IIRC you can just go to skin>reset to bind pose and that should correct the weirdness. If you are working on animations in maya it may be worthwhile to set default to Z up (in preferences),…
try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg =
( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…
I know about this. I read it. I have one big problem. When I'm exporting bones from 3ds max I have X axis along bone. This is making big problems because I can't get that bone to jiggle along Z axis. Z axis is blue on that picture.
Intersecting geometry is fine for hl2, it was a problem back when you ran games in 16 bit with low quality z-buffers that gave you odd z-fighting but is not anything to worry about with hl2, plenty of vavle's models intersect. The rule that its generally a no-no is an outdated rule that only applies to older game engines.
Hey guys, me for one like to customize my UI to fit my need and as 'minimal' as possible. For instance, there is no necessary tools on Max's status panel that I really need to be on the whole time except the transform type-in. Yes I can use shortcut F12 to bring up the floater dialog, but honestly it looks ugly to have…
Blender Z combine node has an "Anti-Alias Z" checkbox (on by default) in its 2d compositing mode. It makes resulting mask for color channels antialiased . Very handy feature texture wise especially for small, few pixels details, hairs etc. I wasn't able to recreate same behavior in Fusion. Wonder if Nuke has a workaround…
You need to set the UpNode of the "Y LookAt Elbow" object in the LookAt Constraint Options rollout. On the leg the name of the Upnode is ThighController. By default the Z axis will try to point up. Notice in the GIF how in the No Upnode setup the Z axis twists to point up. In the Upnode setup I set the Y axis to point to…
Yeah I've been having trouble with that too. I ended up just making a new Render Layer for z-depth (using a shading override on the render layer) and rendering it out separately, it doesn't take very long per frame for the z-depth pass so it doesn't add too much time on. Sorry if that's not an actual solution, but it works…
Hey this is awesome man! If you dont mind me asking... how did you render that last picture? I see renders similar to that all the time and I really would love to know how to do it! I always thought it was a view port snapshot from z-brush, it looks like one of the matcaps! edit: Wait a second is that z-brush? hahahahaha