Currently there is no sending of completely new objects, but it is planned. I got renaming and duplication working today. Next up will be fast-fetching of selected objects from UE4 using the "export selected" as FBX option. Then either exporting/ auto-importing of single objects (but that requires some more pipeline-work)…
I found a couple issues, so got some more things sorted. Also added new features: - Spline Offset now works. - Update speed: Change how often the tool updates (every 350ms to 5 seconds) - Splines now update on all Seperate Spline "Elements" - Just got spline "elements" working. I didn't think about that one. Tried to…
Currently working on a neat little shader export for a project I am working on. Just exports material data to XML. Nothing really special. I get to practice checking if something is there and what to do if it isn't.
Working on my two shaders, the "KoddeShader" and the "EyeShader". Contemplating on reworking how the reflections work. [ame]http://www.youtube.com/watch?v=k2-rH_3EmSY[/ame] [ame]http://www.youtube.com/watch?v=Y6Sh9_pqZro[/ame]
the trouble is it works well in application it's designed for and reasonably robustly at the moment, it doesn't work as well in a broader sense so too speak and to make it robust enough as a universal tool is still a lot of work :( as for perfornance, it's wasn't programmed with it in mind but it does ok max 2010 on a 6600…
not currently working on but rather finished it :) ! I worked on this for the last 1,5 year and called it done recently. GMH2 a script to help user convert polygon meshes to Maya Hair with 1 click : infor page : GMH2 BY THUNDERCLOUD
Some more work on the Unity IDE. Proper context sensitive autocomplete is working, including generics. There are a few small things to do like determining if instance or static members should be shown and icons indicating what the item represents.