Hi RPSchmidt,
My email group for paid users was not as updated as it should have been so I apologize for that. I corrected this and you should have gotten an email this morning with the...
Type: Posts; User: ernpchan
Hi RPSchmidt,
My email group for paid users was not as updated as it should have been so I apologize for that. I corrected this and you should have gotten an email this morning with the...
I made an update to the SaveObjectSequence script that is part of my ShiftKeysPlus2 bundle to account for layered lwo files. The ':' in layered names is an illegal character in file paths and is now...
No, clipping masks are just a render time operation. You could do something like this in zbrush. You could try turning you clipping texture into an eps and turn that into a polygon shape to use as a...
Yeah, you need to create a face rig and transfer the data to your rig. You probably need to create a joint rig. The placement of your rig controls and the imported data would need to line up or do...
You say your character is walking in place. So that means your leg controls are going forward and then back right? To translate forward through space it means that your controls need to continue...
It sounds like you need to move your controls forward in space instead of back and forth as if they're on a treadmill.
What do you mean by interpolate movement?
On my website I have a script called Vector Data Importer. It might do what you want on a larger scale.
I found this.
Alembic Material Mapper
https://docs.unity3d.com/Packages/[email protected]/manual/index.html
I've seen this blog. I downloaded the assets today but it only has the one mesh in there. Not examples of multiple shots.
I've tried applying the alembic to my prefab but the alembic slot won't...
I have the alembic importer package installed. I can get an alembic to import. I'd like to know how I can apply the deformation cache to a prefab of the same geometry that is surfaced in Unity.
Does anyone have any tips or can point me in the direction for a proper alembic workflow for Unity?
I can create and import an almebic just fine. What I'm trying to get my head wrapped around is...
If you set your image to use a reference object and sit in world space that should work.
My first guess is it is part of the demo content that you can download in your accounts page.
I would suggest thinking of a solution that involves comp work. Meaning you render the pass you need then apply it in comp. Don't limit yourself to thinking you have to get it all done in camera....
Yeah I can do that, was just hoping there was a more direct method. We can do it with motion files. I'll submit a feature request.
Ok so with envelopes it isn't as simple as the SaveMotion and LoadMotion commands in the sdk? I actually have to parse the lws file?
Ryan,
Do you have an example of writing and importing envelope files?
Ah ok, I was browsing through my phone. I can see the link now. When will the early access discount end?
Thanks.
So is the plugin version the only one available for purchase? So I would be getting a discount on that but then still buying studio later on? In effect buying two products or can I just buy Studio? ...
Where is the link to the early buy in for studio?
You could try doing this with db&w's sticky uv plugin.
This is a good request. You should submit this through their ticketing system for them to properly consider this request.
My ShiftKeysPlus script comes with a script to set dissolves over a selection.
Does this help?
https://forums.newtek.com/showthread.php/109901-MDD-playback-in-Modeler