Cool stuff, glad they implemented POM in now and GI and SSAO :) + Autodesk integration, and many more. - [ame=" https://www.youtube.com/watch?v=oDrlSmzPBss&list=HL1330024710&feature=mh_lolz"]http://www.youtube.com/watch?v=oDrlSmzPBss&list=HL1330024710&feature=mh_lolz[/ame] Get the update @ www.crydev.net
You know your right the first 2 times i tried that it only showed the UV of one object even if i select others. And yeah everyone has GOZ type features like most autodesk products and allgoeithmic products, even Vue.
Ok that got me excited! Cheers SuperFranky the Graphite Tools are decent but I don't have access to Max these days, and Autodesk seem opposed to making an LT version like Maya, so it's Maya's toolset for now (which btw is beginning to surpass Max)
Yeah, Python isn't supported in Maya LT. Unless there is a MEL script that can be used instead, it won't work unfortunately. I've been using Maya LT for a while now and Python support is the top most wanted feature. Hopefully Autodesk will add it in soon.
In Maya 2017 work perfect. In Maya 2016 error: # Error: TypeError: file C:\Program Files\Autodesk\Maya2016\Python\lib\site-packages\pymel\internal\pmcmds.py line 133: Invalid flag 'oo' # Thx for the script. Im use 2016.
Haven't gotten around to episode 3 yet but here is a new educational video on the Grid in Max as it relates to Source: [ame] http://www.youtube.com/watch?v=HW1hMq3wltU[/ame] More info and another video from Autodesk to help Hammer users here: On the Grid.
the sculpting in c4d looks interesting to me. it'd be cool to sculpt a character, and then rig it and animate it on its low subdivisions and then render it on the high subdivs. this is what i was expecting autodesk to do when they bought mudbox. does mudbox integrate with max and maya in any way?
Dozens of other major software do it. Software with far more users to keep track of than Modo. The Foundry and Autodesk are literally the only fools I know of taking the approach of managing two separate versions of their software so they can hamstring one of them.
#AARRGGBB it depends on the app and if it supports it, otherwise you are right its just 6 for the RRGGBB. The first 2 of the 8 digits are the alpha value. But I guess hex values don't matter much here since autodesk doesn't know about them in their apps.
You can Export to FBX (with the default autodesk preset), then re-import it. It will import with a skin modifier. Once you've done this you can use the SkinUtilities to transfer the weight back to the original model and biped. Look in the max help for instructions on how to use SkinUtilities.