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  1. Replies
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    If the surface can be unfolded, you could model...

    If the surface can be unfolded, you could model the pattern flat on top of the unfolded shape and conform it to the deformed version using metalink.
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    Oh, I know, but I figured I'd mention it anyway...

    Oh, I know, but I figured I'd mention it anyway since it IS possible to add that node to a surface in Layout(and Modeler removes it).

    Anyway, I tried the 32 bit, and it is working normally on 11.5...
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    DP Instance shaders in Modeler 11.5 x64

    (Going to try on 11.6 later, haven't upgraded on this machine yet)

    Currently, I am seeing that I cannot add DP instance info or distribution nodes to a surface in Modeler, and when I add them in...
  4. What about DPont's shadow node? Alternately, one...

    What about DPont's shadow node? Alternately, one of the other 'one light only' replacement shading nodes. You can probably turn the light's strength down to a visually insignificant amount and then...
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    Indeed, it performs quite well! I actually built...

    Indeed, it performs quite well! I actually built up a system for building the bones and weightmaps, using a macro recorder. Fortunately, Unity doesn't need that, and can use the hierarchy handily(and...
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    I think one of TrueArt's vmap plugins lets you...

    I think one of TrueArt's vmap plugins lets you apply a nodal texture to a vmap.
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    Fantastic! And as for your other question, while...

    Fantastic! And as for your other question, while using unity I also was looking into porting to the world of warcraft engine which uses bones for everything.

    Of course, combining your stove and...
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    I did manage to jigger up a system to create the...

    I did manage to jigger up a system to create the skelegons and weightmaps, but the hardfx to nulls to bones turned out to be much harder.

    You are right, though; I'm probably overthinking things...
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    Now I need to figure out a way to more directly...

    Now I need to figure out a way to more directly convert bdd data into nulls(or even better, directly into bones, but I doubt it would be that easy). Any suggestions on that front? I looked into...
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    Okay, DP Motion Designer did the trick! And the...

    Okay, DP Motion Designer did the trick! And the idea of using Relativity to quickly bake the bone motion was great. Now that the proof of concept works, I'll need to figure out how to automate all of...
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    Well, there is no object hierarchy(Just a single...

    Well, there is no object hierarchy(Just a single object simulated as 'parts'), and expressions don't see bullet parts.

    Gonna try bdd scan; though that still leaves the other problems of...
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    Baking bullet dyamics to bones

    I was wondering if anyone had any thoughts on how I might bake Bullet dynamics on a segmented object to weighted bone driven animation(for export to game engines that don't support pointcaches). I've...
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    You could always make a second set of lights that...

    You could always make a second set of lights that only interacts with the clouds.
  14. Is the heightmap a .raw file?

    Is the heightmap a .raw file?
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    I'd check out...

    I'd check out http://www.youtube.com/user/bryphi77#g/c/0E161E1F3568CFCE for dynamically generated tracks.

    For building set pieces in modeler I would still suggest using the lathe tool, and you can...
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    Even if Newtek integrates Bullet doesn't mean...

    Even if Newtek integrates Bullet doesn't mean that it will be as good as IBounce. Lightwave is packed to the gills with half supported, half finished features.
  17. Thank you!

    Thank you!
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    Would the 'parts are clones' not work with...

    Would the 'parts are clones' not work with rotated clones?
  19. Thread: FBX UV maps

    by ASCIISkull
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    With Unity, you also have to use a shader that...

    With Unity, you also have to use a shader that supports multiple UVs- usually the second UV is assigned for lightmapping in the default shaders.
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    Well, you should probably at the very least make...

    Well, you should probably at the very least make sure that it can handle a walk cycle.
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    Well, for the actual motion you could try the...

    Well, for the actual motion you could try the MoveVec expression in the Relativity motion modifier. You'd still need to animate the rotation and the thrust though.
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    MoCap_BVH_Setup versus Mocap Skelegons

    Is there a way to either import skelegons from a mocap file that match the gimbal boned skeleton created by MoCap_BVH_Setup in Layout, or alternately import BVH animations into a skeleton that...
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    Haha, brilliant!

    Haha, brilliant!
  24. The only challenge my college gave me was...

    The only challenge my college gave me was figuring out how to pay my student loans without being able to find a job with the 'education' they gave me.
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    Ah, right, hadn't thought about breakable...

    Ah, right, hadn't thought about breakable objects. Though maybe then you could choose a node to follow, like in EditFX...

    Gotta say, this is a lot of fun to play with. Lightwave has been behind...
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