Ya I can export back into Max 8 as that is where I have my MD3 tools that I know works. I was just hoping that I could do it all in one application. Moving assets around has a tendency to build up bit rot as it moves from one set of hands to another. In all though Im considering just going the q3data route. Its not fancy…
just a quick suggestion: could you rename instantiate into copy, because its not really an instance (like in max), if i change the values on one layer the other doesnt get changed (would be a little dumb if it would) also, if one ads another layer, could you implement a short dialog which will make us able to rename the…
The script(s) look promising I'll have to check them out. I've always done like sage but instead of align view I use make planar XYZ. If I need it to line up with something in particular then in polygon mode I turn on 3D snaps,set it to vert, and grab the corner vert and drag it to the other corner and weld.
thx all @ The Ben Maybe you can carry it one day in UT3. @ dom I didnt thought that someone here can read that! I found a chinese translation programm but it seems its not that good, it should translate strong electrical fire rage fight, but gas duel is also cool @ xysdf Danke! I tried to make the blood more realistic.…
Sculpting Aliens is so much fun and here is there child: @ Japhir Very good for your first. You could use a lot more Subdivisions or cant your PC handle it? @PolyHertz Thats crazy, i love it, but i just cant believe that it is made in 1hour and a half! @ xysdf Very cool! Never came to my mind sculpting a head from a plane.
i think I've tried that one and I couldn't get it to behave correctly sometimes because of the way it looks up rotation. Give that shot first, though. if not, I tested my quick script on constrained hierarchical things with animation I didn't add a gui though, so it just fully aligns to rotation and position. So hopefully…
You can use Wire Parameters or the Reaction Manager to wire the Percentage of the Path Constraints to the Rotation of the Sphere. Just make sure you zero the Sphere's rotation (Alt+RMB -> Zero Rotation) and use the newly created Rotation Controller (should be called 'Keyframe XYZ' by default).
Yeh I think you are correct. When I go into the shader properties and change the "local xyz" back to "tangent" and render it off, it looks the same in render as in view port. When I set it to "local xyz" it looks correct in render, but like above in view port. I have a similar machine at work. Just for kicks im going to…
because I like reviving threads AND shameless plugs, I finally came back to a 'Make Planar' script for Maya and finished it up. FBpolyPlanarize will make selected poly components planar along world XYZ, object XYZ, along with a "Best Plane" and a couple more options but seriously, does noone else have any other useful…