thanx Sup, i took you up on that and started a thread. here's the link if anyone is interested. http://boards.polycount.net/showflat.php?Cat=0&Number=229041&an=0&page=0#Post229041
So, you're saying crotch-leg 2 has a separate material entirely than crotch-leg 1? I'm not familiar with UDIMs so can't speak to that part of your story, but for a traditional workflow, the 0-1 space (the lighter gray square where most of your UV elements are) is the only space that gets unique texture information-- it…
Try this : geometryConstraint -weight 1;normalConstraint -weight 1 -aimVector 0 1 0 -upVector 0 1 0 -worldUpType "vector" -worldUpVector 0 1 0; To use it, select an object you want to constrain to, then select your bolt. Then run the script. You should now be able to drag the bolt around with the middle part of the move…
The bottom right has the math to extract my two masks. I subtract .5 to pull the 127 to 255 range (really .5 to 1) down to 0-127 (0-.5). Then I multiply that by two to stretch it to 0-255 (0-1), then clamp it in case any values were greater than 1. For the other mask in 0-127, I simply multiply by 2 to expand it 0-255,…
most of it landed right here : http://boards.polycount.net/showflat.php?Cat=0&Number=31713&an=0&page=0#31713 i beat ya to it. tag- mutedgrunt , be sure to rock ya later
It's still trashed. You're using html code, but you need to use the forum code, here's a tutorial http://boards.polycount.net/showflat.php?Cat=0&Number=533&an=0&page=0#533
In case you didn't catch it, there's also this thread and article here, some good stuff to keep in mind: http://boards.polycount.net/showflat.php?Cat=0&Number=73945&an=0&page=0#73945
We were just talking about this over in P&P, Rorshach and others had some good info. http://boards.polycount.net/showflat.php?Cat=0&Number=91531&an=0&page=0
i hope to see hawken's mockup and your other constructive input in the new discussion thread for the redesign! http://boards.polycount.net/showflat.php?Cat=0&Number=116456&an=0&page=0#116456
I believe this happens everytime you add or maybe even renaem an object to the FBX. New object transformations will be set to 0, 0, 0 while old are updated with the currently used in toolbag.