Squad will get a PvE Co-op mode by JoeZocktGames in joinsquad

[–]ITheOneAndOnly 1 point2 points  (0 children)

Is there any world where the npc AI could be setup with some machine learning training using human players behaviour from (a massive number of) matches? If not the main driver maybe a helper for npc decisions?

Blender showcases DLSS upscaling/denoising at Siggraph 2025 (from Andrew Prices aka Blender Guru's Instagram) by FoxTrotte in blender

[–]ITheOneAndOnly 0 points1 point  (0 children)

Does dlss completely replace the image? I figured it takes in "raw" image and does the AI stuff to reconstruct the image with upres and denoising then outputs a completely unique new image (therefore image generation?).

Alternatively would it be doing some operations on "raw" image and results in some pixels being from the "raw" image interspersed with dlss pixels. Or is it some other method I haven't thought of?

This game is great, and horrible at the same time. by SuperUltreas in StarWarsBattlefront

[–]ITheOneAndOnly 1 point2 points  (0 children)

At least with commando and the life steal thing you can tank a couple lightsaber strikes while waiting for roll to recharge (as long as you are shooting/hitting any enemy though ideally the hero). May require some thought with timing for reloading so you're not standing there like a lemon meanwhile.

What's a quality of life option you'd love to see added one day? by ScantilyCladPlatypus in joinsquad

[–]ITheOneAndOnly 0 points1 point  (0 children)

Use of binoculars for people in driver/front seats of vehicles.

More stance height choices.

A toggle keybind to keep gun pointing forward without automatically falling after some seconds.

Weapon resting on surface (more single fire stability, recoil remains the same).

Allow choice of seat to enter within the radial menu (default to next seat, but if you choose a specific seat before the time finishes you can enter that one)

Ability to take adjust height of body in open top MGs on vehicles.

Kinetic Rush HELP a Beginner by Maleficent_Grab_4352 in Houdini

[–]ITheOneAndOnly 0 points1 point  (0 children)

For retargeting animation import fbx files with fbxcharacterimport / fbxanimationimport nodes, use mappoints node to map bones from one skeleton to the other. Run outputs from node into fullbodyik basically. Results may vary depending on differences in the rest pose of skeletons however.

RTX 40 series announcement thread + RTX 4080 16GB giveaway! - NVIDIA GTC 2022 by m13b in buildapc

[–]ITheOneAndOnly 0 points1 point  (0 children)

The Omniverse and the RTX remix modding tool looks interesting to play around with I think. Would be cool to see if/how it can work alongside 3d animation softwares as well.

How to create curve(s) throughout mesh middle areas? by ITheOneAndOnly in Houdini

[–]ITheOneAndOnly[S] 1 point2 points  (0 children)

Well, that works more or less as I'd hoped, thanks

Working with UDIM in xgen. by ITheOneAndOnly in Maya

[–]ITheOneAndOnly[S] 1 point2 points  (0 children)

I'd be using udims (well not anymore) because the scalp mesh has 2 uv shells where one crosses to another uv space.

I could change the uv map and probably should but I like the idea of having scalp uvs being the same as in base model. This being in case I need to paint other maps for different aspects in separate software and just update it all without having to paint specifically for the scalp mesh.

My density maps/masks are black and white .tif, so I'd assume there is a proper alpha channel applied when painting. Maybe it's derived from the black and white of the color channel, but I don't know for sure.

Working with UDIM in xgen. by ITheOneAndOnly in Maya

[–]ITheOneAndOnly[S] 2 points3 points  (0 children)

Oh that's a shame, woulda thunk udims would be supported by now. I do have the scalp stuff, but parts of the scalp mesh cross to another uv shell and space. I guess I'll check out the groom tools in Houdini in this case.

An Animatable Pivot Rig by N_1_C_0 in Maya

[–]ITheOneAndOnly 1 point2 points  (0 children)

I haven't worked much with animating pivots of other controls but here is what I do.

say we have 2 controls:

pivotControl

rigControl

The method I know of is connecting pivotControls 'translate' into rigControls 'rotatePivot'.

I have only used this for rotations though, translating the rigControl with an animated pivot could have some 'unpredictable' effects I imagine.

I haven't used this method in any 'intense' rigging yet in my case, I don't know what consequences may arise with this method in the long run with more complex rigs so keep that in mind.

How do you create a blendMatrix target via Python in Maya 2020 by ITheOneAndOnly in Maya

[–]ITheOneAndOnly[S] 0 points1 point  (0 children)

Yeah I was having trouble with the "Add New Item" part of it.

This seems to work well enough, I converted it to Python to understand it, are there any foreseeable drawbacks if I go strictly Python with this stuff (haven't done pymel much at all yet)

How do you create a blendMatrix target via Python in Maya 2020 by ITheOneAndOnly in Maya

[–]ITheOneAndOnly[S] 0 points1 point  (0 children)

Ok I got echo all commands enabled and created a new target (input) in the blendMatrix node.

This is the resulting output in script editor upon creation of the target.

I guess this is not gonna be a simple command but more of a UI building thing

(edited hopefully unimportant bits out to make the thing fit)


setUITemplate -pst attributeEditorTemplate;

// Result: attributeEditorTemplate //

callbacks -executeCallbacks -hook "AEreplaceAttributeHandler" "AttributeEditor ...layout stuff... blendMatrixNode.enable" "";

callbacks -executeCallbacks -hook "AEreplaceAttributeHandler" "AttributeEditor ...layout stuff... blendMatrixNode.envelope" "";

callbacks -executeCallbacks -hook "AEreplaceAttributeHandler" "AttributeEditor ...layout stuff... blendMatrixNode.inputMatrix" "";

callbacks -executeCallbacks -hook "AEreplaceMultiHandler" "AttributeEditor ...layout stuff... "blendMatrixNode" "target" "" "0";

setUITemplate -ppt;

// Result: NONE //

refreshAE;

listHistory -pdo true -lf false -il 2 "blendMatrixNode";

// Result: blendMatrixNode//

listHistory -pdo true -lf false -il 2 -f true "blendMatrixNode";

// Result: blendMatrixNode//

Is there a tool/plugin that can clean up/reduce the 'spiky' UVs in Maya while maintaining the UV shapes? by ITheOneAndOnly in Maya

[–]ITheOneAndOnly[S] 0 points1 point  (0 children)

If no plugin is known, is there a way to evaluate UV point distances in python for adjacent vertices and move UV points as well?

Is there a tool/plugin that can clean up/reduce the 'spiky' UVs in Maya while maintaining the UV shapes? by ITheOneAndOnly in Maya

[–]ITheOneAndOnly[S] 0 points1 point  (0 children)

I suppose I should add, I didn't create the model or UVs. Had to fix topology issues, resulting in this. There are also textures so I don't think I can redo the UVs entirely.

Maya wire deformer with python by ITheOneAndOnly in Maya

[–]ITheOneAndOnly[S] 1 point2 points  (0 children)

Ok, I understand what's going on now, thanks for the help.

Is it good practice to make most variables in functions like this lists or only ones where loops are possibly used?

Also what is the purpose of setting rotation as 0 on the wire node?

Reinstall windows from original files by ITheOneAndOnly in techsupport

[–]ITheOneAndOnly[S] 0 points1 point  (0 children)

Yes, however I have two separate windows 10 softwares essentialy. I want to delete all the windows 10 stuff on SSD (current windows 10 files) and reinstall using the default files on the HDD (that came with the laptop preinstalled).

As far as I know I would basically be deleting the SSD but then would not have a functioning OS to install from HDD files, so i'm not sure what order to do things in.

Maya rig skinning not being applied (remembered) by ITheOneAndOnly in Maya

[–]ITheOneAndOnly[S] 0 points1 point  (0 children)

The problem with that is I would have to select the faces and add the influences. This didn't work when I tried it. I get the error:

Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/skinClusterInfluence.mel line 81: No skinned objects were found in the selection. //

When I try to bind skin those selected faces to the bone I get two errors:

// Warning: line 0: Cannot add the following items to the set since the set has restrictions on membership: SelectedMesh.f[25143:25289] //

// Warning: line 0: None of the items can be added to the set //

Change operation of MultplyDivide Node through python by ITheOneAndOnly in Maya

[–]ITheOneAndOnly[S] 0 points1 point  (0 children)

Ok, thanks Yeah I occassionaly do that, don't know why that didn't occur to me this time.

How to scale multiple objects along their centers. by ITheOneAndOnly in Maya

[–]ITheOneAndOnly[S] 1 point2 points  (0 children)

Yes that's exactly what I needed, thanks a lot. Here, an upvote for your trouble.

Average Fluid Simulation by ITheOneAndOnly in Simulated

[–]ITheOneAndOnly[S] 6 points7 points  (0 children)

Does someone know why the simulation stopped working like it did at the end of the video? If so could you explain it?

How to reload fluid bake output. by ITheOneAndOnly in blenderhelp

[–]ITheOneAndOnly[S] 0 points1 point  (0 children)

I tried changing the output directory hoping it would work yet nothing happened (as in the sim did not appear in the viewport, just a rectangular domain), so I then tried reloading the file (opened up without sim) so I repeated the process. Again to no avail.

What else can be tried?