@Pancakes: I'll preface this by saying I don't have much experience with visual scripting systems. IIRC I mostly used Kismet with UE3 to control triggers, physics, enemy spawning, environment animations, etc... My reasoning against recommending Unreal 4 to the OP is that as with any visual scripting system eventually…
Hm..well, this should be pretty easy with a bit of scripting...but I can't tell waht your familiarity level with that is. You'd literally override a function called TakeDamage and just have it to modify health without calling any animations or anything...but if you're not familiar with scripting it's got a bit of a setup…
Unless you are just looking for generic information about object oriented design and data structures, I think you need to ask a more specific question. It's a bit difficult to understand what you are asking right now. A shot in the dark though is that you have code running that creates a random number of enemies which are…
This happened to me a few days ago, I was under tight deadline so I simply finished the IDs in Photoshop. I usually polypaint ID in Zbrush as it's quicker. Try this: instead of using edit poly, convert it to edit mesh. See if this takes care of the bug. As a second option try to separate each element (corresponding to each…
The export script is doing a bunch of work to align the normals to maya's renderer. When you export FBX the normals are subtly changed when triangulated. Originally, this was acceptable when we were working with lower poly files base meshes. If you don't care about them being in FBX and you just care about the results, I…
Good points. I think you're overthinking it though. I've looked at builds on an iPhone using this system and there's no way you could tell they don't lay flat...just too darned tiny on the screen. The issue of not fading out isn't jarring at all really. You'd have to see a build on a mobile device to see what I mean. If…
I've used in production on multiple titles. In my experience with face weighted normals the script I used to apply custom mesh normals allowed me to keep my smoothings groups. But by using face weighted normals you can also reduce the amount of smooth groups since face weighted normals reduces the amount of gradient shades…
Small correction. Python isn't a scripting language. It's fully featured and "general purpose", meaning that you can do anything with it. It often gets used as a scripting language which is a plus. Because you can program your own stuff with it (Panda3D, Blender GameEngine) and then still use it to interact with your 3D…
Eh, really? that's not the case on my end though..try to make a 10x10x10 box and put it at x=10 y=0 z=0, run the script, since the box dimension is 10 and the target dimension also 10, the box wont scale but it move from x=10 to x=20 to x=40 etc each time you run the script. By right it shouldn't be moved since the scale…
Yes that is exactly what I am trying to do. Scales UVs to make the UV ratio same on all the already unwrapped objects. Can't get it to work though. It is a Python script and the dialogue box as shown in the help pdf does not appear when I execute the script. Must be something to do with new Maya 2011. I will install Maya…