Well, I do wish to improve my Dot Net Fu. would you suggest starting with the MSDN page for the bitmap class? ? My guess is that I’d create a dotNet…
my .NET-fu is too weak for bitmap operations. I am experiencing no issues saving .tga from mxs. It may be slower but faster than manually building gam…
@DennisT:the goal is # texture file with alpha as a final (tga, png, tiff, …) Specifically a 32 bit tga that is then passed ( via hiddenDoscommand …
another Q about alpha channels… I’m using mxs to scale my textures down with this function: fn scaleBitmap theBitmap size =( local tx = bitmaptextu…
Thanks Jorge! I had tried a single function but in my initial testes it seemed I couldn’t paste into an alpha channel that did not exist. I had not c…
my solution invoked creating a new image with all 4 channels and pasting into it using pasteBitmap type:#function to composite each pixel. –poplate …
sweet! I really love sublime text. I hope you get it working on Sublime 3 soon!
a late thread bump. The solution linked to above worked quite well. It basically involved ‘cheating’ with a scale script controller on an unrelated o…
I posted a similar question at tech-art.org and got a clever solution that avoids change scripts entirely, using a scale script controller on a proxy…
Nope, we export and review in the engine.
rendering is irrelevant. we are exporting to a game engine, all bone transforms get baked in FBX. CTRL keyframes are saved in XAF files for re-use.
I messed around with the change script and came up with this method of constraining the ctrl postion as if it were the bone nub, without setting it to…
It may be a bit ‘vintage’ but we have a very low target platform, so exportable bones and such are limited. Given the need for the CTRL key data to be…
I may have found something when transform $CTRL change handleAt:#redrawViews do ( if (animButtonState) then( addNewKey $CTRL.controller[#Positio…