Thanks for the reply. Ultimately, everything in the game engine is working A-okay, so I guess that is all that really matters. However, it bothers me that I have some empty transforms left over. I did find the following forum post which has a pretty useful answer. I'll have to figure out how to do all of this (stuff…
Hey. Usually if this kind of thing happens to me it's down to either: - bones being added after skinnning has begun (perhaps due to bip animation being loaded in such as a skintest.bip). - forgetting to reset the transforms (reset xform) before adding the Skin modifier. Not sure exactly what's happened in your case but a…
Forget learning fourier transforms looks like this tech relies on wavelets, so understanding the continous wavelet transform and the discreet wavelet transform would probably be more useful for programmers. The key thing about this tech isn't procedural textures, but it's use of wavelets to create and I would assume (and…
i'm currently working on baking my high poly in Maya 2008. i heard somewhere that smoothing the cage will give better results. Has anyone done this? is it true? is there a specific way to do it? thanks!
@cromadbomber Thought I would add to this, though clearly you already have a fix. cleanUpScene.mel is code called by OptimizeSceneSize with the appropriate options checked. The optimize options are shown in the screenshot below. I don't think a lot of people look in this option box, and there's actually some good stuff in…
Yeah i know what you mean, i believe its similar to the freeze transformations/ reset transformations tools in maya? just resets the pivot point and its position in x,y,z space so that its 0,0,0 rather than negative if its been mirrored? saying this i have been messing around with it and i got it to work so far by…
Yes, I'm trying to keep track. But yeah, I'm kinda busy. "perspective transformation (and all other transformations) that are available for rasterized layers should also be allowed for smart objects please" All of them that we can do are in CS4. We can't do all the transforms on vector artwork (because the vector…
Yes that's right. So how do you get all this into the engine together with real physically moved and steered wheels? The way it works is basically this: The whole suspension with the spring and all gets set up and animated in 3ds max. Nothing of this is exported directly to the engine. Instead the full travel way for…
I found the node in Designer that makes safe colors from input . While how it behaves on whites is perfectly what I expected , its clipping on dark end seems a bit too extreme for me. Nothing looks kind of enough black with this in our game. Especially some artificial materials of black nature. Always a bit washed out.…