I've put a fair amount of research into this in the past. Unfortunately, there is little to no method of creating games for someone who doesn't want to do any programming. Programming is going to be required at some point. With that in mind... Z-Game Editor - This is a very small, basic game development software package…
Biped has its own curve editor called workbench. Its accessible through the biped menu in the command panel on the right when you have a biped piece selected. Its right next to "mixer". Biped has two modes: Quaternion, which uses TCB (Tension, Continuity and Bias) values to edit the curves. You won't get bezeir handles on…
So your buttons disappeared until you restarted the tool? If so this is already something :D ! When I use the (I assume) button IDs from your script, they point me to an "Isolate Current Group" and a "Pick" button. But if they made your Cust1/2 buttons disappear, keep using them I guess. Otherwise I'd revert to the one…
I'm not all that familiar with game types, but have you set both the pie game type and the default game type (from the world properties)? (I was under the impression that the name of the map/level needed a specific prefix too... I'm not really sure what affect it makes tbh... I kinda thought the death match prefix was DM…
Well, there's another way to fix it. A lot of Maya's internal commands and menu's are in there as .mel files- for that marking menu specifically it's in C:\Program Files\Autodesk\Maya\Scripts\other if you're on osx, you need to ctrl-click the application and choose 'show package contents' to get to the goods. So what…
Visually you'll see some changes in tonight's build. You'll notice I've started to work on the environment and got some stuff in there. Maybe one more week and the entire environment will be complete. On the scripting side I've implemented some more blocks of code to handle slippage at higher speeds...this physics…
@throttlekitty I've found that under the hood OptimizeSceneSize has some very interesting code in it for checking and removing superfluous nodes. This gets some "hand waving" in the documentation, but the associated MEL script called by OptimizeSceneSize tells a different story. Check out "C:\Program…
i just can repeat what some people already said: - careful planning/use/ask for clear concepts - reuse/work with tiles - learn scripting/use scripts -> a script does what a computer does best: repeative work with no flaws ;) and an important point: artists usually always puts way too much work in the details, but the big…
I think if it was me, I'd make a whole bunch of layers, and then assign each object to a layer. Then create one extra layer for the original pivot and align a point helper to the pivot of the original. Hide all the layers, Then start at the top and one by one unhide the layer, and center the pivot point to each object. and…
You're totally welcome I wouldn't be scripting as much as I do, if a few people here hadn't smiled on me during my headaches =) I don't have time to explain right now, there is a way to move the planes to where you need them to be. Basically you find an extreme point and tell it to move the plane there. There is also room…