uploaded reference manager on scriptspot, will be up soon its a 3ds max script that auto hides/shows ref planes based on current viewport, you can launch it,minimize it, and forget it download here http://hannesdelbeke.com/Scripts/Maxscripts/refManager.ms instructions: by default it uses the following names for the…
@renderhjs: thank you, your stuff it's really great @MrOneTwo thank you, the youtube videos are like an self advertisemnt, showing my portfolio and the games I've worked for
If anyone needs PyQt4 for Maya 2014 (if you don't feel like porting to PySide), or if you just need SQL drivers for PySide: http://blarg.robertkist.com/?p=98
Oh! While you are at this point, can you maybe make a version that has a simple net code in the future? Something like this would be GREAT for cooperative level design.
You can mix deferred and forward rendering. It would be pretty silly for an engine not to do both or you wouldnt be able to have any blended surfaces, or custom lighting.
Like the video! you say you need a 4 dimensional vector for this but afaik that's not really necessary. a 3 dimensional vector does the same since you multiply it with a 3 dimensional vector. I'm not sure but I'd even go so far that a 2 Dimensional Vector should work as well if you then hand over the value of the third…
I'm not sure I'm following you... The animation of those flags is done with WorldPositionOffset, am I right? Aren't you allowed to use WorldPositionOffset? Is that what you mean? If so, holy crap, that sucks! o_O edit: nevermind... those flags are actually skeletalmeshes! :poly115: I was under the impression they were…
Did you consider importing your Photoshop file in After Effects and using the expressions and shape layers operations there? I wonder how you could get the same realtime feedback when tweaking values of cloners and deformers as in C4D, everything is dialog boxes in Photoshop, even the transform you have to commit or…
alfalfasprossen - WAAA! thats awesome, are you connecting some wincom to Ued from maya, or is it "copy transforms"/paste into Ued? Also how do you populate the scene's initially?
Thanks :D Yeah, that was my main focus. To try and let you work as normal, but be wrapping properly. Right now it wraps on start, but then after that unless you have a SubObject element selected, it doesnt simulate/waste CPU. So as soon as you select a vert/edge/face/border/element, it converts the selection and begins…