Hope this helps.
You can also add the default LogMessage() into the function to get an
output in the VS-Debug window and the script editor.
void LogMessageDebug( CString inString, bool end = true );
void LogMessageDebug( CString inString, bool end ) {
ostringstream ss;
ss << inString.GetA
My first steps into nodal compositing...loved DS cache node!
thanks for sharing!
Francisco.
On Friday, November 20, 2015, Stephen Blair wrote:
> Softimage DS build screen
> http://wp.me/powV4-3fc
>
--
Sent from Gmail Mobile
Olá
I'm going to visit family in Brasil, since Decemeber 1st and will be around
São Paulo, Curitíba and Ribeirão Preto. Maybe Rio de Janeiro if I end up
making good contacts there.
I was wondering about any users that would be up for a "chope" or any
studio open to a visit so I grasp what is going
I am animating materials on a number of referenced models and experienced
some amount of inconsistency with this feature. I am animating weights in
Mix 2 Colors nodes to animate some textures - on some referenced models it
keeps the animation after reloading the scene but on other technically
ident
I had a similar issue with animation and referencing. I was able to work around
it by creating a custom property with the parameters I needed to animate under
the models, then linking (expression) those parameters to the correct shader
node parameters.
Date: Sun, 22 Nov 2015 15:58:25 +0100
Fro
5 matches
Mail list logo