Showing posts with label Unity3d. Show all posts
Showing posts with label Unity3d. Show all posts

Thursday, November 4, 2010

Unity3D shift select and change attributes

In Unity3D, why can't you select more than one object in the scene, then change all of their properties at the same time. In other words, select about 10 objects, and change their scale all at the same time from 1.0 to 2.0. Seems like something obvious.

Wednesday, November 3, 2010

Unity3d

What does "Beautiful" and "Fantastic" Quality mean, no really?

The number of "Blend Weights" should happen per object and weighting should always be created by the tech artist. Globally setting things to 2 bones or 4 bones is a bad idea, simply bad.

While i respect that it's a clever trick to be able to re-weight a mesh's vertex weighting, it's also not good either. (Yes, you're a smart programmer for making such a clever piece of code, good job, have a cookie)

However, going from 4 weights per vert to 2 is not easily predictable nor will automatic re-calculations be accurate. Actually, any procedural weight truncation will look like shit.

So, in a game that has a lot of characters changing the "Quality" setting from "Beautiful" to "Good" will actually look like "Shit" horray!

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