Search found 619 matches
- 20 May 2013, 23:07
- Forum: Programming
- Topic: How to reference an operator's built-in fcurve
- Replies: 4
- Views: 1036
Re: How to reference an operator's built-in fcurve
// Select twistop and run script var prop = ActiveSceneRoot.AddProperty( "CustomProperty",false, "MyCustomParam") ; var proxypar = Selection(0).Parameters("profile"); var par = prop.AddProxyParameter( proxypar, "proxy_crv", "proxycurve"); prop.PPGLa...
- 20 May 2013, 14:13
- Forum: Programming
- Topic: How to reference an operator's built-in fcurve
- Replies: 4
- Views: 1036
Re: How to reference an operator's built-in fcurve
I don't fully understand what you want, but this is how I get move proportional fcurve CStatus getPropFcurve(FCurve &out_fc) //get move proportional fcurve { CSIObjectRefArray objArray = Application().FindObjects( siOperatorID ); Operator movprop; for ( LONG i=0; i<objArray.GetCount(); i++ ) { O...
- 16 May 2013, 21:26
- Forum: Announcements
- Topic: Blaster X HD by 2GMG (2 Guys Making Games) Over 400 Levels
- Replies: 18
- Views: 4575
Re: Blaster X HD by 2GMG (2 Guys Making Games) Over 400 Levels
Congratz on finishing the game! Hope it will sell well on appstore
- 15 May 2013, 17:51
- Forum: Plugins
- Topic: quickinset
- Replies: 109
- Views: 54770
Re: quickinset
Thanks. Forgot to mention you may need this if plugin won't load http://www.microsoft.com/en-us/download ... x?id=30679
- 14 May 2013, 22:01
- Forum: Plugins
- Topic: quickinset
- Replies: 109
- Views: 54770
Re: quickinset
Updated 1st post with small patch (File with comment " LATEST" ) -fixed some bugs with selection, multiple objects and others -removed selecting feature -tool now will extrude by clicking anywhere in viewport when component selection is not empty -repeat op key 'k' will work also after re-...
- 13 May 2013, 04:28
- Forum: Modeling
- Topic: Maya New Tools - Name ?
- Replies: 11
- Views: 1985
Re: Maya New Tools - Name ?
What's Maya?
- 10 May 2013, 11:37
- Forum: Programming
- Topic: C++ custom tool SDK programming tip
- Replies: 33
- Views: 8367
Re: C++ custom tool SDK programming tip
I think it's dependand whenever raycasting cache (generated with GetRaycastIntersection...) is cleared or not. It's cleared when you lose scope of your PolygonMesh variable. So best bet is to run SetupPoint.. in customtool's Setup function (and maybe in SelectionChange event) with PolygonMesh being ...
- 09 May 2013, 15:24
- Forum: Plugins
- Topic: LivePaint plugin
- Replies: 56
- Views: 29525
Re: LivePaint plugin
Thanks!
Bugs so far
- changing brush size is bugged (diameter is not clipped to viewport, can be < 0 size )
- brush position and point selection is not multipled by source object srt matrix
- it was compiled with debug?
Bugs so far
- changing brush size is bugged (diameter is not clipped to viewport, can be < 0 size )
- brush position and point selection is not multipled by source object srt matrix
- it was compiled with debug?
- 04 May 2013, 23:05
- Forum: Announcements
- Topic: Announcing Redshift - Biased GPU Renderer
- Replies: 157
- Views: 42700
Re: Announcing Redshift - Biased GPU Renderer
What is slow, what is fast? What scene complexity? Exterior, interior? A car in exterior shot - a benchmark for all gpu renderers? ;) If it takes second for octane to render a scene, why all the renders in their gallery are either supernoisy or noisy? http://render.otoy.com/forum/viewtopic.php?f=5&a...
- 02 May 2013, 19:32
- Forum: General & Troubleshooting
- Topic: How are you guys doing with 2014? It seems very buggy to me.
- Replies: 86
- Views: 12562
Re: How are you guys doing with 2014? It seems very buggy to me.
Would this fix syflex problem? originalpp is pointposition stored on modelling stack icetree
- 01 May 2013, 12:21
- Forum: ICE
- Topic: Lagoa No Slip and Static Friction not working - help!
- Replies: 11
- Views: 1852
Re: Lagoa No Slip and Static Friction not working - Fix found
time step never worked for me, at least for moving objects. I also went for high fps, up to 2000. There is also native icetree substep property since 2013 or 2012, might be worth checking out.
- 29 Apr 2013, 14:21
- Forum: Open Discussion
- Topic: Just for fun - Real ICE strands
- Replies: 2
- Views: 578
Re: Just for fun - Real ICE strands
nature is amazing
- 29 Apr 2013, 14:14
- Forum: Plugins
- Topic: mesh paint
- Replies: 97
- Views: 52742
Re: mesh paint
It's working in 2014 okay...By default you paint WITH selected objects on grid+objects over mouse. If object popup in weird position your source objects' pivot might be not in the centre of object.
- 26 Apr 2013, 15:59
- Forum: Open Discussion
- Topic: AD subscription
- Replies: 72
- Views: 7961
Re: AD subscription
you can resell origin/steam games without a problem?
- 25 Apr 2013, 21:29
- Forum: Open Discussion
- Topic: small annoying things
- Replies: 48
- Views: 4380
Re: small annoying things
So basically we are missing some kind of post-modelling stack, where u could pin/rearrange ops.
- 24 Apr 2013, 18:18
- Forum: News
- Topic: 3DsMax ICE
- Replies: 2
- Views: 950
Re: 3DsMax ICE
This is box#3 plugin, available for few years now, bought and repackaged with different name by autodesk (same with mparticles = physx). Particle flow wasnt touched since AD bought it in 2003.
Genome +thinking particles is closer to ICE btw
Genome +thinking particles is closer to ICE btw