ok although you dont need this I will post it anyway because I prepared it anyway so: here is a code snippet that will read out your texture vertex points if you have a UVWunweap modifiert attached:obj = selection[ 1 ];if (classof (modPanel.getCurrentObject()) == Unwrap_UVW) then ( local uv = selection[1].modifiers[…
poopipe How do you use the material modifier per face? Make a subobject selection with Poly Select modifier? So modifier stack: 2) Material ID Modifier 2) Poly Select 1) Material ID Modifier 1) Poly Select
I'm new to the UDK, so forgive me if this seems like a stupid question. Is there a box selection feature that lets you select multiple objects at the same time in one of the viewports? As in, you click and drag and it makes a selection box and everything inside the box is selected?
I support thinking about this - it is important However .. You must account for FOV(I recommend vertical fov for PC/console). screen resolution and view distance are not enough to give you accurate numbers It can also be boiled down to a simple equation that gives you an ideal texel density for a given distance (with fixed…
A couple options: Select by material if it has multiple, then deselect whatever you don't need. Select some faces on the leaves and use expand selection ">", if they aren't welded to the branches. ^Select shell works too, I forget about that one. Either on the mesh, or by UV shells.
Vertex animation as far as I know is pretty expensive on resources. It's a great way to capture a sim like cloth but it's probably not going to be widely adopted for real time games anytime soon. Yep, I would strongly urge you to use them too. When you rotate the arm above a T-Pose you lift the clavicle which brings the…
Personally i prefer this. Its a little slower than turbo smooth but requires no stack. Drag and drop onto the UI and it will Toggle Smoothing on any editable polyif(classof selection[1] == editable_poly) then( selection[1].surfSubdivide = (not selection[1].surfSubdivide)) I added this to the script above. now it will work…
Hello together, lately our lead engine coder notice some weird normal errors in our engine. Plenty of meshes where containing NaN illegal normal, tangent or binormal vertices. After some inspection on those meshes we found the problems within the mesh topology itself. We also are using mikktspace for generating the tangent…
Hey guys, First time post so I hope I am in the right place. I just finished up a small document with a workflow for seamless baking for multi-tile UV maps, I am currently using this for my characters, let me know if this helped or if you have any suggestions. Thanks, TRAK. Multi-Tile UV Seamless Bake Workflow This is all…