Just use a Float Script on the Y and Z of the limb. (Assuming X is the direction to the next bone. originalUpperArmLength / (distance UpperArm ForeArm) You can leave inherit scale on for the ForeArm so that you don't need to use more FloatScripts on there. But turn it off for the hands and/or fingers.
hmm wounder if it is possible to get a script to pull everyone avatars from the forum, than use them to make a image by comparing there averaged colours. seems like there would be someway to write a programe that could take a source image and use a crapton of avatars to try to recreate it.
Consider using sans serif font instead such as Ariel, they're cleaner and less distracting. Also try to avoid using javascript or any fancy loading. Your images won't even load on my browser until I allow cross-site scripts to run.
Hey guys, just updating the thread. We really need a tech artist asap. were using udk so any knowledge with that is a plus can rig - scripting and basic programming - quickly learn new softwares - shaders - decent 3d artist JOBS@ADHESIVEGAMES.COM
That only works if the scale is -1 or 1, not 0.5. (-0.5*-0.5 = 0.25) It is more stable to use an abs function, I don't know the syntax for it in Max Script but in Maya you do; $scale = `abs $scale`; Abs, absolute value, returns a non-negative value.
It'd be nice if this was a standalone web script jobby that lets you upload a file yourself that then gets referenced. I'd feel better about that then uploading model files to some nebulous cloud storage. I guess this could still be a good alternative. http://jquery.vostrel.cz/reel
Well I tried clusters but it didnt work. Then I decided to look for some scripts which could allow me to do that but then I just found that maya has a feature called "point on poly" in constrain options and it worked well. I used maya 2011
passerby: Very helpful, thanks a lot! marks: Thanks. Zhalktis: I am using Max at work, but I mostly write python scripts/plugins for modo. I have a few ideas for tools that would be nice to have in Max though, so that would be a bonus.
Well hes played around with it enough to where he feels comfortable to learn the scripting. I've researched a few engines and there's a poop load of docs so i think that aspect is covered. garage games has come really far over the last couple years.
Thanks, everyone :) OddEyes: For the parts that I didn't sculpt in ZBrush I used this 3ds max script created by John Martini. And for the pieces I sculpted in ZBrush for some of the seams I used standard ClayTubes brush and for some other I used this custom brush.