that's because you only set one key , by default the "Default In/Out tangents for new keys" is set to linear, if you change that to stepped and then run your script it will only change on the time keys are set. (3rd one in the picture)
Not sure what's your problem here, multiplying a texture by a large number works just fine for the Spec Power input. I'd guess the brightness difference in your texture is too small or it's some sRGB/linear space issue.
I (along with most artist) prefer Hansoft. Visualizing burndown charts and dependencies are really nice, because artists and animators work in a pretty linear fashion, making this quite simple. Programmers and Project Managers seem to prefer Jira.
Right, right, as for the last thing, everybody does that, I guess... I do. But wow, thanks for the documentation link, I'll check it out. It's weird that the default is quadratic, shouldn't it be linear? I'm glad it can be changed tho. THANKS!
LERP = Linear interpolate. In UDK material editor it has three inputs: the alpha source, A and B. Then it interpolates the output between A and B based on the alpha. You can use different things as the alpha source, vertex colour for example.
rope was easy. just make sure the UVs are linear, and then take the line tool, draw a diagonal line, use the Nvidia normal map plugin on the line, and then copy the line multiple times, while placing them side by side.
I am just trying to view the texture on the 3ds max viewport... I changed the viewport driver from nitrous to direct 3d to opengl nothing seems to be working at mipmap look at set to nearer or linear.. all i get is red..
@Adamturnbull, awesome! Just two small things, the left hand pose repeats for "sorry to interrupt" and "this is kind of...". The arc from those two poses appear almost linear from the camera view. Other than that good work so far!
Go to customize> preferences > viewports tab > configure driver (at the bottom left) > change from Linear texel lookup to Nearest (bottom left). I don't know if it's able to be bound to a keyboard shortcut or not. If yes, please somebody let me know.
Oh, there's also the option in Editable Poly to convert a selection of edges into a spline. Kind of the reverse of what you want I guess. But you can choose whether the spline is smooth or linear. Then you could refine it with snapping to Face if you want.