@PixelGoat Here's the Material Network, the basic Idea is to generate a spherical Distance Field Gradient from the Player's Location and use it to add a spherical offset to the basic Wind Math. We could easily reduce the number of instructions, but I haven't bothered with that for now. If you need a more detailed…
Hi c.buliarca! Thanks for trying the tool out. The original concept for the global always on top was that it wasn't tied to a preset, but I guess you're right. It makes more sense for that option to be tied to the preset. I'll add that in. I'll also fix the bug where a new window doesn't respect the always on top flag.…
not yet. I'm still polishing. the 3D is there but I need to add some shadows and other little tweaks. Having some inertia like the apple version would be nice too. I'm also a bit worried that it requires pyopengl to be installed, which limits its use inside maya, unless we deploy pyopengl to everyone. I might have to…
you can add custom attributes to almost any node in Maya. Personally I don't like this too much as there's a danger it could interfere with something (I'm paranoid :( ) or the clients QA tools clear it out or whatever. In max custom attributes suck a lot (you're talking about those?). it seems like the mxs code gets…
Working on a new Maya script : The goal is to setup and send the mesh that you have in your scene directly to xNormal without using the default UI. The base of the script work, I need to support some other things (like Cages, blockers, FBX and SBM format). I also need some optimization on the way I handle the xml file by…
Small Update on my Xnormal Tool for max :) Previously ON "XNormal tool"!https://dl.dropbox.com/u/167380/XnormalChecker.png Changed a few things: rather than baking 1 big list of xml files, it bakes 1 file at a time. This allows me to catch Xnormal "crashing" and keep the baking of other stuff. (with a nice message tellnig…
Hi! I'm a long time polycount lurker and never really contributed but this thread triggered me to share something with you who care. It's a little script that automates baking of lightmaps in Unity 5. Super useful if you need to bake several scenes overnight and don't want to lose sleep over it. :) I've made the script…
Awesome, thanks dude! I will have to try that out this weekend. I managed to setup my test App to know if it needs to add/update a blob now, and does so properly. Next I want to do the Transaction thing, and look at adding the new items/updating, and then threading the creation/updating of the blobs as you said. I need to…
Step 2: displayed the unique tiles next to the image and color coded the tiles in the source bitmap. its not so fast right now so I am going to optimize the code with more caching and more clever mechanics to avoid loops and calculations. Eventually add a mechanic where it computes area by area with a progress bar - so…
Decided to Add Group/Multiple Object Support for the Target Mesh. So now instead of only using 1 Mesh, you can use the current selection (Groups, Meshes) and it creates a Target Mesh from that. Although, by doing this, there is a chance the tool could error if you change selections while in Preview Mode, and select one of…