Well finally got the GIF mode and SpriteSheet Mode to work properly and in the same window for PixelMate http://polycount.com/discussion/179830/pixel-art-toolkit-pat-photoshop#latest Really need to get this done so I can release it haha. (have to add in the other scripts for animation that I have as well )
Don't forget to put a soft edge when your UV is sewed and Hard Edge when it's cut : I have a script for maya if you want: If you have something like this,you need to cut your UV and make hard edge because normal map can't offset so much angle:
There are plenty dedicated writing forums on the net, Granted they are not normally directed solely at game writing but a story is a story. Look at script writing as well, for use of ques/actions. This site should be of use: http://www.writingforums.org/ An of course Tv tropes: http://tvtropes.org/ Get stuck in, follow…
@Ashervisalis I ignore smoothing groups mostly while I am building the low poly. To be clear I mean, I cut the UVs where needed on hard edges and angle changes, I then use a script which makes hard edges (smoothing groups in max) based on where I've cut the UV's :)
I'm sure I've already tried the local action center but I will try it again when I get home. I was wondering, is it possible to make a tool preset or script that activates two tools in modo at the same time? I think if the slide and scale tools were activated together it would solve this problem.
Couldnt it be done with planes ala you have intersecting planes each with one of the views, then the compter decides which plane faces camera the most, unhides other planes and makes this plane face the camera :S I dont know crap about scripting so you might aswell ignore me here
So does this potentially mean there could be universal scripts, or would the python still be calling functions and stuff unique to each software? Hmm come to think of it, I wonder exactly how the python interfaces with each software. Time to do some learning, I guess. This really opens up some awesome possibilities.:)
Thanks for the input chaps. The scene is huge (approx 9k objects not including Vray proxies) I found a script which detaches faces based on material ID which has helped to be able to isolate the material ID's into objects. Now i know that each object only has 1 ID it should be simpler.
broken vertex shading array or so, had the same recently. I solved it by exporting to FBX and importing it back (OBJ apparently preserved that error). Made me once already to write a script that rebuilds a mesh and creates clean arrays under the hood, because the same shit happens sometimes with UV verts as well.
tried out the new auto-rigify script in blender in conjunction with the meta rig that ships with blender now. all i can say is wow thats a whole part of my life that was saved as a result of these new magic features of blender ! *ps* pay no attention to the screwy normals in the picture its a bug blah blah