I´ve scripted something from an Mel-Book together, basicly you define scaling in the script and the script bake the new scaling with new clean translation, rotation and scaling. Mostly i build my gamerigs without a global scaling, because in my case its wasted time. However came out gamedesigner to me and wanted some…
Thanx! For the chainmail I used Slideknit - old script for 3ds max. Very powerful. I found one to download here https://3dtutorials.net/resources/3ds-max-script/slideknit-script-for-3ds-max
By the way, I´ve unzipped it with Winrar and pasted the hotscript in photoshop CC scripts folder. Then I go to FILE/SCRIPTS , click on hotscript, but when I click on Extensions the script does not appears. Nothing happens.
You can put your question in technical talk. Technical Talk Ask technical questions about 2D/3D software & techniques & hardware, share shaders, scripts, and new software.
there is also a snap to closest vert script on script spot.... I cant remember what the name is exactly. All you have to do is get dem vert pretty close and "click" the script. Its pretty cool
Heyo all, I've recently upgraded from max 2009 after sticking with it for a long time and one of the things that became annoying to me during brawl was the lack of a Shift+click edgeloop function for the Unwrap_UVW modifier and Skin modifiers. So I've hacked together something like that, so figured I'd share :)…
Yea I agree scripting it would be a good way to go if you know what you're doing. If the huts are instances or clones, you could use the object paint tools. Load them up in the library and click/paint them into place. If they're all individual that probably won't work that well... There was a plug-in called "Glue-it" I…
From what I can tell if you want to make a 3d Harvest Moon or Stardew like game you would be best to utilize databases/spreadsheets. While Unity doesn't inherently have anything built in for this, there are a number of plugins to get a featureset you would want. On the other hand UE4 seems to have CSV support built in.…
There are all kinds of tricks to getting simulations into bone based systems, normally it involves a healthy bit of scripting and a few weeks of a technical artists time to get it working. Depending on the engine the artist could use tools like unreal Matinee to get it all hooked up and working, or with another less robust…
You are so absolutely right! :D So Here is what I found, but Keep in mind I haven't looked them through myself yet, so I can't vouch for their quality personally :) http://seithcg.com/wordpress/?page_id=30 This one is from SeithCG.com and it deals with seamless FK/IK Rigging.. It seams like there is some pretty heavy mel…