Did you create the plane the same dimensions as the image res? For instance, the image is 1048x768 pixels. Create a plane 1048x768cm and it will align perfectly. Then just scale the plane to match the scene. There are also numerous free scripts for blueprint setup on Scriptspot. I use Noobyzors BP creator.
Didn't know Shaderfix at all, digging it up right now. I think i ll try to run the script first with the help of my kind programmer, if its really too slow i ll check the other solution. Thanks so much for your help!
Fwiw, I managed to write a plugin that calls an automation toolkit script and will merge texture sets at the click of a button. I can't share it cos I did it at work but it's not a particularly difficult thing to do so I imagine someone will release something similar at some point
On the technical side of the equation, having to write from scratch in-engine via a particular native language either gameplay behavioural logic and/or device input scripts. I'm far from being an intuitive coder, to put it mildly quite sucky in fact although endeavouring to learn nonetheless.
You can use the Scene Explorer and add the Faces column. If you want to add the verts column run this script then Verts will show up in the column picker. ( --ADD CUSTOM PROPERTIES TO SCENE EXPLORER fn getVertCount theNode = ( (GetTriMeshFaceCount theNode)[2] ) SceneExplorerManager.addReadOnlyProperty "Verts" getVertCount )
s I tried script in maya 2015 no luck :( would have solved the radial symmetry problem for me. nice trick mogul did u put cylijnder as a refrence to the 1st object? I think for most of the problems i will have to use duplicate special and then weld
Animating UVs in Unity is probably more expensive than just using a texture offset in the shader. You've basically got to update and write the UVs to the mesh every frame in your script. That's still going to create a unique mesh instance so it's an extra draw call anyway.
This looks like its a pathing error rather than a script error. Whatever you've screenshot there cannot find your UC files. You will likely need to adjust a path in your INI file before you cook the package to be loaded so that all the files are found.
You could try using meshlabs open source software that might have a quad decimate feature check under remesh options at the top, can't think of one for Max though sorry, I'd be surprised if there wasn't a script out there though good luck :) http://meshlab.sourceforge.net/
It's so weird seeing XSI support still. Seeing it work with UE4 was really cool. Softimage and UE4 have their own visual programming, so it'll interesting to compare the 3. Looks like everything is going to have node based scripting in the future at this rate, with Substance as well.