this time not my engine but my model and texture (63072 triangles) http://www.renderhjs.net/bbs/flashkit/sophie3d/ (screenshots from the flash engine) http://www.sophie3d.com/website/index_en.php though even I have to say that this text is very unclear and sounds more like a marketing construct. From how I see it: - can…
Yeah, what I mean is that if you rely on automatic weights then sure enough you don't want any of the bones that are not supposed to contribute anything to the character anatomy (like that root floor bone you seem to have) to be part of the automatically generated influences. So one good way to do that is to have a…
Sorry small bug... This should work but again its not bullet proof. I just dont have the time to get it to that point but I hope this helps.macroscript objectsToMultiSubcategory:"BCTools"( if selection.count >= 1 then ( local selectedGeom = selection as array local newMat = multisubmaterial() newMat.name = "newMat"…
-For 3do how do I turn off the cavity map, it's hard to tune my normal map using just nDo and 3do because there is this cavity/convex diffuse map that always seems to be present, I set the diffuse and specular to zero expecting to see nothing yet I still see texture on my model even though I'm just working with a normal…
Somebody smarter may come and correct me on the particulars, but here's what's happening: UDK uses directional lightmaps, and to compute that directionality UDK has to establish some tangent basis for the surface. The editor does this based on whatever UV's are in channel 0 by default. So, if your doing any kind of texture…
cdmaterials should drop the leading / i.e. "models/heroes/blood_seeker/" other than that I can't spot anything super wrong with what your doing, keep in mind the modeling program has to be able to find the texture. ensure that the material you've assigned is exporting the correct name. e.g. if you we're to assign a…
Not really, since UDK (IIRC for the open Clamp node) clamps it automatically between 1 and 0 again and you need to declare manually (or do it through the IF node) to get the correct math a la Max. Use a Custom node instead and put this in it: return max(A, B) ; Then expand in the input Bar in it, and Put in A and B for…
AO wont be baked on anything outside of the 0-1 space. If you want to share the same texture across several UV islands, offset them +1 or -1 in U or V, that way the UV island inside 0-1 will bake down the details, and the ones outside will be excluded from the bake, but will still tile ontop of that detail. for your last…
Here you go LINK. As always I like to modified people's script, so here is my little modified version;lastClicked = 0fn multiClicks singleCmd doubleCmd =( thisClicked = timeStamp() if (thisClicked - lastClicked) > 500 then singleClick = 1 else singleClick = 0 if (thisClicked - lastClicked) < 500 then doubleClick = 1 else…