training; no concept of recompense for
your failure; and no willingness to negotiate or ameliorate the terms of
the EOL in any substantial way.
Julian
the cloned one (using the easier ID to
Location stuff)?
Julian
On 17/07/2013 17:03, Grahame Fuller wrote:
3. Use Build Array from Set to put ParentID into an array. Find the
parent's ParentID in the array. You should get an array with two
indices, the one that isn't the parent is the cloned child (safe to
say it will be the second one).
That step is
(2013 SP1) here:
https://dl.dropboxusercontent.com/u/69741069/jj_spring_null_euler.rar
Julian
On 22/04/2013 10:40, David Saber wrote:
Thanks Stephen, this seems very interesting.
I partly managed to set up the thing by plugging a sphere in the Dart
Throw node , then in add point then in the ice tree node. But the
points do not have any shape, they're just black dots. I don't know
what
when Shift LMB pushed gratefully received!
New addon is here:
http://julianjohnsonsblog.blogspot.co.uk/2013/01/place-specular-highlights.html
Julian
On 10/01/2013 09:42, Brent McPherson wrote:
Julian,
If I had to approach this in the tool SDK I would probably just store the
relative mouse offset that was applied while shift-dragging and add this onto
the input mouse position when not shift-dragging.
That way the spotlight position
refined.
I love the fact that you can create area lights too and adjust their
shape.
Stefan - agreed on the idea of creating a light with none selected and
modifying and existing light if one is. Loved the video.
Julian
of Piotrek Marczak's work (Meshpaint, Soft
Transform) using the SDK. First usable stab linked below (addon and movie).
http://julianjohnsonsblog.blogspot.co.uk/2013/01/place-specular-highlights.html
Julian
!
Thanks again,
Julian
, it would
be nice if the scroll wheel on the mouse could be used to control the
light 'height'...
Julian
experts had a crack at it! In the meantime, at least this
gives some kind of quarter way house...although I haven't checked out
Guy's tool so it might still be totally useless.
Julian
.
Congratulations and thanks to everyone involved.
Julian
://www.exch.demon.co.uk/xsi/files/merge_topo.rar
(Some funky stuff when trying to use the Mesh_IDs and Switching Context
in the tree on the deformed object so had to use a workaround).
Julian
@ Ciaran,
That's very nice! Yes, my ICE Attributes are just scripted in
@ Vincent
I had just been looking at your earlier example this lunchtime:
https://groups.google.com/forum/#!msg/xsi_list/utMwDX74NSY/mbaghEem8VAJ
for summing vector lengths to see if it was usable here. It obviously
On 12/09/2012 18:48, Alok wrote:
We had this in VS2010 for 2012 but I am not sure about 2013. Basically
what we did was to use our own MACROS or variable instead of the one
from setenv.bat. All you need to do is take your project generated
from the wizard , start visual studio normally with
On 13/09/2012 11:40, Chris Chia wrote:
Troubleshoot:
Try to create a custom plugin (VS2010) of your own and see whether it could be
compiled...
Hi Chris,
It seems like just tweaking the .bat file solves the problem. I
originally had the call to vcvarsall.bat in, but when I commented it
\amd64\CL.exe
@C:\Users\Julian\AppData\Local\Temp\aa1a941ecf4d479fafe00df2f75cc872.rsp.
The handle is invalid.
Has anyone seen this or have a solution?
Tried the workarounds here:
http://connect.microsoft.com/VisualStudio/feedback/details/505682/x64-c-c-projects-cannot-compile
But didn't seem
. I think it seems worse with actors that have been
unloaded and reloaded (using Get From Scene).
The only solution I can think of is to script the building of the whole
scene from scratch each time. Has anyone else experienced this or found
any workarounds?
Julian
On 01/08/2012 15:12, Guillaume Laforge wrote:
Hello Julian,
It sounds like a known bug reported by Steven Caron about extreme slowdown
when adding new actor sources.
It was fixed in 2013SP1 (several optimization in the scene graph validation and
topology update were done).
Hi Guillaume
On 01/08/2012 18:09, Steven Caron wrote:
i dont recall this bug being addressed in 2013 SP1, but i may be wrong...
@julian, i got to the point where i was adding all the characters i
needed to an empty scene and updating this, then copy pasting graphs
to rebuild the scene. but even
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