I use Painter not very often and accustomed to regularly re-bake curvature and world normals again and again with each new layer added. Vs Designer where you always can produce whatever mask you need at any stage within a sort of combined curvature producing parallel node flow doing it for for any stage . Constantly…
Okay I made a little tutorial so you don't have the same problems as I did. In regards to Maya 2012 to export to Crysis you need to add a shelf to Maya which contains the export tools. It’s quite straight forward once you have broken down what the techs at Crytek are trying to say - http://sdk.crydev.net/display/SDKDOC3/I…
yup more and more tools these days are going XML for obvious reasons. In the past though and still many engines and tools with a long history have usually a binary storage based architecture - and there are valid reasons for that too. Pro XML/ ASCI* Lets you merge / share/ create revisions of the levels / data using SVN…
Thanks, PHarrod for your feedback, and it's been a big help :) * You're absolutely right about the B pillar and the windows; that's certainly a big miss by myself. * The A pillar of the interior is something I'm aware of, and as you point out there should be a few more loops to help smooth it out, but I'm hoping to leave…
TCB isn't that much different than dealing with the ease in/out options in the animation panel, which can be another quick way to keep from having to open the curve editor when working in Eular. There are scripts that help tweak the TCB values without having to lumber through the workbench which can seriously lag 3dsmax…
Eric, Thanks for your reply. I'll look forward to these types of features. Keep up the great work. You and your team have developed some excellent tools. For now, when generating PBR materials from photographs, we can consult the reflectance values per material in your XML files (/PhysicsLookup) for some good suggestions.…
I have no clue why I didn't post this info earlier, I've posted it in the past when snapping issues pop up, better late then never I guess. This isn't to say its perfect or even ideal, but more or less how I've come to understand these features and work with them. 2D snap Snaps exclusively to the active grid object. The…
* Curve filtering * Key reduction * Key baking * Animation Layers * Skin binding options like Geo desic voxel skinning * Inserting joints into a skinned hierarchy * Rigging automation (HIK, CAT, Biped) * Full Body IK * Working with Morphs / Blendshapes * Working with poses and "actors" * Animating UVs, materials and…
I would like to see less game animators using the standard boring Maya character rigs and at least put some effort into modeling their own stuff, or at least get some SDK characters (like the awesome SDK meshes here on pc) and rig them up for some animation. It just feels way off to me, seeing…
1). Split Polygon tool has a snapping tolerance option, you can choose how powerful to make the snap, and where along the line to snap. It defaults to 50% along an edge, if you increase the tolerance then it will be more likely to jump to exactly 50% if you're near the middle of the edge. Unfortunately without custom…