great to hear about the tool/gui exposure. have you guys extended the sort of stuff that was in gameEdit.h, or completely reworked it?
interesting to hear that the gui’s have been rewritten- not that d3’s were bad, but hard to extend in meaningful ways. Any info on this? does it use the same markup/scripting system, or a new/standard one? Is there any capacity for direct drawing to the canvas? are dynamic windowdefs possible? (d3 did not allow for runtime instantiation of new windowdefs)
any changes to the way articulated figures are done? this gave people nightmares- not sure if it’s practical, but it would be awesome to do constraint definition in maya and then get a .af file exported along with an md5.
any more info on these renderPrograms would be great. I’ve been doing some work in d3 that involves heavily dynamic sky rendering, and it’s felt really hacky.
art stuff… some tutorials and example files for getting people’s head wrapped around scale issues would be good.
Character SDK stuff is really important- there’s awesome work being done at places like polycount, but with 2 or 3 exceptions, they never make it in-game. They usually get as far as a model w/textures, but never rig/weight. Those guys live and breathe contests, btw…
One way to help them along- there’s some new stuff in maya related to skin weight transfering. It’d be really nice to have a generic base mesh fit to the character rig with good skin weighting. All someone would have to do would be to position their character model over the rig, then maybe run a mel script to bind it and transfer the weights from the base mesh and have a player replacement 90% there.
The stuff raven gave out like the parts scrapyard was awesome- if you guys care to part with some of your zbrush/mudbox brushes that would be great. I assume something like this would be necessary for megagen anyway.
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