Looks just like a Max style implementation to me, though no auto function (which I'm sure someone will script sooner or later). I've read that they transfer over to Max, Maya, and XSI via FBX just fine. I'm wondering if they will transfer over to UDK and Unity just as well. I'm also wondering if they work with the normal…
There is currently no way of exporting in different bit depths, but it is a good idea, this can be achieved with creating your own calibration profile though this is a bit more advanced and require scripting knowledge. Changing suffix is also something that is possible with a custom calibration profile, you can read the…
spend the whole day on this: it probably looks very boring but it ll come in handy soon it's a basic level editor with intuitive controls and dummy proof now it only supports just plane tiles everything is already loaded, but not placed yet i plane to use this to quickly create a lot of rooms then i can use a script to…
I have been working on UV tools for Maya for quite a while now. you can check out Ninja UV on Creative Crash. http://www.creativecrash.com/maya/marketplace/scripts-plugins/texturing/c/ninja-uv--2 You can also check out Ninja Dojo for the complete Ninja Dojo Tools http://www.bk3d.com/Ninja_Dojo/Dojo.htm…
A friend just told me that I need double backslash for folder, that was the problem! The script is now exporting but not the selected objects.. it exports everything... any help on that part? ( --hard code paths... exportFolder = "C:\\Dropbox\\raw_data\\misc" exportFileName = ("temp.fbx") -- Add "Edit Poly" modifier to…
You should set a number like 256px per metter or 512px depdends on how close u get on the objects, and this program can help u do that. http://www.scriptspot.com/3ds-max/scripts/advanced-uv-normalizer , u can set a specific px area and it will give u the right texture resolution per object. This way you don`t get objects…
I've never noticed this, it might actually have happened without me noticing it ingame. I'll have a vertexpaint on my ground later on. Knowing max -> OD, it'll probably be a couple of differences. I'll see what I can do script wise, maybe there is a way of increasing tranformation precsion pre-export. Seems though you kind…
@TheLazyScarecrow that error seems to be something about the graphic card but idk. A viewport is "more or less" the way you visualize your scene. You can change the viewport in Panel Menu: Renderer For things like changing materials or everything i know i will do often i get used to write little scripts to do that thing.…
I'm not a scripting wizard, far from it. But since I wanted to paint on objects in the Unity editor the only way I was able to paint on objects was with a Matrix(which I right now have a hard time with). If there is an easier way I wouldn't mind if you pointed me in the right direction. At the moment though it's working…
Yeah her punch is a bit soggy. I'll tighten those keys up a bit when I get home. Good idea about offsetting the arms... though I'm not sure how I'd set that up. The only control on the big arms is the position, from the elbow down everything is tied to the biped so I don't have to key two sets of arms. Some kind of script…