round 25 of klunk verses the cut..... so being a stubborn fool ::smiley: I decided the way forward was to write my own cutting routines as the max sdk ones are so flakey. So I create a testing modifier so I can well test them... but to test the test modifier i thought I would use the buggy max cut routines and if to prove…
At the end, I went with an entirely different approach from what I was writing about with my "voxelizer", because I got issues reading pixel values from a render target. Its only possible with static textures... So I ended up using a collision based approach, and iterating a collision box location to "scan" the volume.…
https://youtu.be/I4shNs4srKw https://youtu.be/Y_bSzn3-h2k https://github.com/mhdmhd/MayaSceneConverter Maya Scene Converter is a python-based Qt tool for converting scenes from a render engine to another in Maya, it is not a perfect conversion and it depends on rules files and how good they are but gives you a great head…
Not sure if this is the place to ask for quick advice, but it is the project I'm currently working on. I'm working on figuring out taking my Hi-Res Sculpt and making it into something usable in a game. Right now I'm hung up on transferring maps from the zBrush sculpt to the Maya Model. So far I have the basic process…
First post in this thread, 'will look like a n00b among all these wonderfull addon/scripts =) Do you all go into coding sessions during your spare time? I do (very rarely during work, even if I use my personnals scripts every day), and because of that, I don't code enough to get a quick & fast addon development. So, that's…
My GameJam Game this year: Quadroid This years theme was the Ouroboros snake. I worked with iLKke (who works with me at soap creative) on this game within 48 hours. I used as prototyped before on the gamepad input: adobe AIR and stage3d hardware acceleration using the starling framework. The game uses booth analog sticks…
Keen or anyone else who uses Unity, could you do me a favour and whip up a quick benchmark? I would do it myself, but I don't have Unity or know how to use it. Just some stacked boxes targeting 60fps would be perfect, let's say 100 boxes, 5 stacks of 20 or 10 stacks of 10, with stand by set to off if possible, so it's…
Martins Upitis got realtime area lights of rectangular shape and arbitrary texture (Even Video! Shown at 7:16 in the first video) to work in the candy build of Blender 3d. Specular and Diffuse area lighting work excellent and are supposedly very efficient.…
Thanks Perna. You can press U to unlock the 1000 cap, but after 2000 ships object to object collision gets switched off, as too much juice is used (on object rather than environment collision) with that many objects in such a small arena. And this demo is more designed to test environment collisions rather than object.…
Yeah, no problem :) Actually... I was up till like 3 AM programming this lol... But anyways, when I was going to bed, I realized how I can catalog the Obj names/Thumbs and get them back/edit them accurately/appropriately like RenderHJS Mentioned... Soo.... I got it all written out in English right now, it shouldn't be that…