found the fix for the sdk function.... seems it's a thing with editable mesh interface i.e. when it's being edited so you have to enclose your code with.... MeshDeltaUser* mdu = (owner) ? GetMeshDeltaUserInterface(owner) : NULL; if (mdu && mdu->Editing()) mdu->ExitCommandModes(); ...... if(mdu)…
Heya! I must have hit something, because suddenly it's like I am locked in navigtaion mode or something. Proj. master and noise is working, but I can't use the brush. I tried going back to a save, but the same thing. What have I done? :( It also says "New... ctrl+n" up in the left corner with lightbox and proj.master if…
Hello The University of Hertfordshire is on the lookout for any artists/designers/rigges/tech artist/particle artist and so on that can come and give a 4 hour Master Class ASAP, before the 28th Jan 2013 The talk would be ideally in UDK and about next gen DIRX11 would be a bonus but open to any ideas you have such as…
Yes, the main learning experience would be not to fall under the idea that third party plug-ins can solve a big portion of the code and you can rely half of your game on that. It usually ends in a time sink of patch fixes, updates, and dependencies hell. I think is better to try to code everything yourself and the only…
I'm working on a female character with the likeness of Cote De Pablo. I use some of the full body references that are similar to her's which both are athletic body type. If you don't mind, share your feedback. Cheers!
I would strongly advise you against putting all of your eggs in one basket. Someone always trips and it's better if only a few eggs are broken instead of every egg. Plus it isn't hard to chug a scene file with just a handful of assets. It might be ok to batch a few together like a desk, chair and some desk accessories but…
Another FUTURAMA model coming soon to UT2004. Is there any word whether VALVE is going to release progs and tutorials to get PPMs into HL2 deathmatch? The few tutorials I have seen are all complaining that the process is clunky, unwieldy, and may key details are simply not explained at all.... Slyrr
I'm a bit confused how this works...I have been working to rig one side and when I turn on "Mirror Mode"...shouldn't I see one half of green verts & one half blue verts? I can't see any vert colors, not even red...
In substance designer, when you hover over a an expanded node, I'm used to seeing a label that tells me what each input and output correlate to. At the moment, it's not showing me that. I'm assuming I hit something that disabled the previewer but would love to know what stroke that is that retoggles the feature.