There are all kinds of tricks to getting simulations into bone based systems, normally it involves a healthy bit of scripting and a few weeks of a technical artists time to get it working. Depending on the engine the artist could use tools like unreal Matinee to get it all hooked up and working, or with another less robust…
From what I can tell if you want to make a 3d Harvest Moon or Stardew like game you would be best to utilize databases/spreadsheets. While Unity doesn't inherently have anything built in for this, there are a number of plugins to get a featureset you would want. On the other hand UE4 seems to have CSV support built in.…
You are so absolutely right! :D So Here is what I found, but Keep in mind I haven't looked them through myself yet, so I can't vouch for their quality personally :) http://seithcg.com/wordpress/?page_id=30 This one is from SeithCG.com and it deals with seamless FK/IK Rigging.. It seams like there is some pretty heavy mel…
Yea I agree scripting it would be a good way to go if you know what you're doing. If the huts are instances or clones, you could use the object paint tools. Load them up in the library and click/paint them into place. If they're all individual that probably won't work that well... There was a plug-in called "Glue-it" I…
That's a bummer, might want to give MoPs Normalize script a try it started out compatible with 8+. http://boards.polycount.net/showthread.php?t=52415 I agree, align to face would be handy. In 9 or maybe 2008 they added a "quick planar map" button that does roughly that. Super effective. Before that I think it was a script,…
Hi! Things you can try to get your hands dirty: * Bi-monthly challenge (any challenge really). Why it helps: fixed duration, concepts to work off, others potentially doing the same subject with perhaps different approach, gives reason to think about and articulate workflows. Fill additional parameters like style-specifics…
Well I already explained basically how you'd go about writing such a script. If you're hoping someone else will write the script though you'll need to post an example mesh and material you'd like said script to work on.
ZeroBiit The script automatically calculates the angle face and aligns the vertex of the normal. Cylindrical, spherical shapes do not require calculations. This script does not have such a function to control the process. It is necessary to select the faces and apply the script.
I have a feature request in for this option. Until then I wrote a Script that does it called Bolundary Bevel that is part of my Topology Scripts collection: http://pushingpoints.com/v2/pushing-points-topology-scripts-for-modo/
You could do this in script. There may already be one out there - check scriptspot.com , or Neil Blevins' blur script packs, I recall his having material editing / management scripts in them. Or write one yourself :)