Yeah... I would think you can get around it by making it vertical, but I guess it depends on what your camera is doing. Just dealt with that here at work. My engineer wrote a script that constraints FX to this rather strange camera set up we have. It's attached per particle as a component.
There's probably a way to disable it with a script. If you find it that time consuming you could just create a startup macro that switches brushes and then instantly resets them to the default brush. Then you're presented with the various dialogues immediately when opening zbrush, which should take less than a second to…
I feel bad I I dont post this, my last post was miss informed :) lol, the real answer is , because of the old Xoliul shader I installed. remove it from C:\Users\(YOURNAME)\AppData\Local\Autodesk\3dsMax\2012 - 64bit\enu\scripts\startup and it should be fine :p
Hey you are still interested in my tower defence game. (Also we can work on other type of games ;) ) Here gameplay currently: [ame=" https://www.youtube.com/watch?v=q2DmAFtTKfU&context=C3ca15d1ADOEgsToPDskI3jJq7LTM9ISvOIDiVip5G"]Hero Scripts WIP (Current model is from AssetStore will be replaced later with own) -…
You can do what Urzaz says to map those cylindrical bits into rectangles, then split them where you want overlaps. To stack them just snap the pivot to a particular vertex (hold d and v), and then snap the shell to a corresponding shell to stack. Alternatively there are scripts out there that will align UV shells.
http://forums.epicgames.com/threads/718754-Unreal-Matinee-Help-wanted-non-moving-actors-when-playing-scene?highlight=matinee+animation some guy has the same problem.. the fuck is going on here.. my previous cutscene was setup the same way, sure it was on flat ground, but the actors and scripting and all was the same..
Roosters method is all lights, the method Sama.Van is looking for is more selective and would only apply to lights using his script. Oh and I still can't find out why it doesn't accept 0 Sama.Van. I can use 0 in 2008, and seaching online, didn't see anything mentioning it.
of course i don't want to assign fresh materials, but keep the texture assignments as they were. the only script i found and goes in the right direction does not work with my maya 7. maybe the code is outdated. last update was 1999.. http://www.highend3d.com/maya/downloads/mel_scripts/rendering/misc/243.html
I have never done any Max Scripting, but I am comfortable with logical processes and learning programming. I have used some Visual Basic and PHP in the past. Do you know of a Primer that can get me started? Thank you for the help. I am not above learning. :D
I quickly tried the convert to mesh - and it converted every strand to polygons. Max fell over, dribbled a bit. I've been playing with the idea of writing a script that creates hair planes, based on underlying geo, presets, hair length etc. Got parts of it working but I'm bogged down at work at the minute.