Why did this happen? I accidentally selected "brush select" for a bunch of things, then canceled the mode, and now my cursor is stuck as a damn brush... I'm not even in a select mode, I'm moving things, the brush select cursor should not be shown. Dumb!
Damnit, I was hoping that this blog wouldn't grow quite so fast.
another example of stupid.
Im blogging about all the stuff I find broken in my daily work making games using Unity or Unreal, Maya 2011, Modo, Photoshop and more. by the way, I love to hate >:)
Wednesday, November 3, 2010
The menu thinks it's that important.
This is how I work in maya, I use the hotbox for everything. Someone once said "its in the menu, not in the hotbox" that confused me, the Hotbox *IS* the menu, and the menu that's always persistent and hanging out taking up screen space is redundant.
It used to be that if i save my prefs in maya 2010, and the menu was hidden, it would stay hidden, hopefully this would make sense. Bug in 2011, if i hide it, save prefs, and reboot maya, the menu comes back for some reason, like it's ignoring my preferences. I wonder what else it's forgetting. Oh like saving a project at 30fps. Then I start a new scene and it resets to 24fps, I guess it's reminding me that Maya is a tool that's used for making "film" movies.
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!
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!
Unity3D, updating prefabs fail.
having to actually update a "prefab" in each level defeats the purpose of a "prefab"
dumb meta data.
dumb meta data.
why cant i see more bones at the same time when painting weights??
After all these years, and a complete re-write of the UI, I still cant expand the view port where I select joints. Goddamn Qt why do you make me hate you so much!?
Painting weights is broken in maya 2011
aside from bad normalization options as default. I cant fucking select a damn joint in the view port to paint it!? damnit autodesk you broke my work flow again!
Monday, November 1, 2010
Cant display a skeleton of any skeletal mesh objects in unity
Wouldn't it be great to display the skeleton of an animated skeletal mesh in unity, ya, just like in Unreal. but no, the debug tools in unity are lacking.
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