<?xml version="1.0" encoding="utf-8"?>
<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for Froyok</title><link>http://disqus.com/by/Froyok/</link><description></description><atom:link href="http://disqus.com/Froyok/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Sun, 05 Jun 2016 15:07:02 -0000</lastBuildDate><item><title>Re: Clone of Introducing the Dragon Fantasy Moodpack</title><link>https://www.allegorithmic.com/blog/clone-introducing-dragon-fantasy-moodpack#comment-2713530695</link><description>&lt;p&gt;It's in private beta for the moment.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Sun, 05 Jun 2016 15:07:02 -0000</pubDate></item><item><title>Re: Clone of Introducing the Dragon Fantasy Moodpack</title><link>https://www.allegorithmic.com/blog/clone-introducing-dragon-fantasy-moodpack#comment-2711868761</link><description>&lt;p&gt;Yes, any scaling will work.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Sat, 04 Jun 2016 10:36:09 -0000</pubDate></item><item><title>Re: Clone of Introducing the Dragon Fantasy Moodpack</title><link>https://www.allegorithmic.com/blog/clone-introducing-dragon-fantasy-moodpack#comment-2711866983</link><description>&lt;p&gt;That's something we are currently working on. It was not ready yet for 2.1.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Sat, 04 Jun 2016 10:34:37 -0000</pubDate></item><item><title>Re: Clone of Introducing the Dragon Fantasy Moodpack</title><link>https://www.allegorithmic.com/blog/clone-introducing-dragon-fantasy-moodpack#comment-2709117098</link><description>&lt;p&gt;The 8K export is disabled if your GPU don't have enough VRam (we require 2GO minimum to work with Substance Painter 2).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Thu, 02 Jun 2016 17:27:20 -0000</pubDate></item><item><title>Re: froTools 3.2 : new enhanced UI and tools</title><link>http://www.froyok.fr/blog/2012-12-frotools-3-2-new-enhanced-ui-and-tools#comment-2133590135</link><description>&lt;p&gt;What problem do you have ?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Mon, 13 Jul 2015 12:01:52 -0000</pubDate></item><item><title>Re: [maya] froXnormal 0.6 : a batcher/exporter for Maya</title><link>http://www.froyok.fr/blog/2012-10-maya-froxnormal-0-6-an-xnormal-batcherexporter-for-maya#comment-1951287429</link><description>&lt;p&gt;My script doesn't triangulate the meshes. So the control is on your side only.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Tue, 07 Apr 2015 14:33:07 -0000</pubDate></item><item><title>Re: froTools 3.2 : new enhanced UI and tools</title><link>http://www.froyok.fr/blog/2012-12-frotools-3-2-new-enhanced-ui-and-tools#comment-1925892166</link><description>&lt;p&gt;It's probably the font of the formating made by Wordpress. I will see if I can fix that.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Tue, 24 Mar 2015 15:50:23 -0000</pubDate></item><item><title>Re: [code] EXIL : Wall Jump</title><link>http://www.froyok.fr/blog/2011-06-code-exil-wall-jump#comment-1448216813</link><description>&lt;p&gt;Hi ! Sorry for the late reply : the code above is in UnrealScript. From your post I believe your are talking about UE4 ? If yes, you will have to adapt it a bit to make it compatible to the C++ code. Especially since the jump system changed a bit. I can't say exactly where it should go (as I don't use it anymore), but probably in your CharacterMovementComponent class (or blueprint).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Sat, 21 Jun 2014 19:58:21 -0000</pubDate></item><item><title>Re: froTools 3.2 : new enhanced UI and tools</title><link>http://www.froyok.fr/blog/2012-12-frotools-3-2-new-enhanced-ui-and-tools#comment-1362770638</link><description>&lt;p&gt;Hi, I just checked a bit my current script code. The hotkeys that you can setup don't overwrite the duplicate special command (aka Shift+D). However, regarding the name of the function returned by the log, I think you are using an old version of the script.&lt;/p&gt;&lt;p&gt;I would suggest installing an up to date version, restoring your hotkeys to default and then re-applying the hotkeys available in the script. This should fix the problem.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Wed, 30 Apr 2014 15:07:58 -0000</pubDate></item><item><title>Re: froTools 3.2 : new enhanced UI and tools</title><link>http://www.froyok.fr/blog/2012-12-frotools-3-2-new-enhanced-ui-and-tools#comment-1308135006</link><description>&lt;p&gt;Hi, I didn't met any issues. Do you have specific problems under Maya 2014 ?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Fri, 28 Mar 2014 09:29:47 -0000</pubDate></item><item><title>Re: [code] EXIL : Wall Jump</title><link>http://www.froyok.fr/blog/2011-06-code-exil-wall-jump#comment-1217715998</link><description>&lt;p&gt;Please, go to the UDK forum and ask for more help. I'm very busy and unfortunately don't have the time to look into your code.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Sun, 26 Jan 2014 14:31:01 -0000</pubDate></item><item><title>Re: [breakdown] Shadow of the Colossus (PAL &amp;#8211; PS2)</title><link>http://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2#comment-1217566440</link><description>&lt;p&gt;Thanks (and sorry for the delay) !&lt;br&gt;I wish I had the time to explore the game as you do. I love you blog and your discoveries. :)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Sun, 26 Jan 2014 12:12:27 -0000</pubDate></item><item><title>Re: [code] EXIL : Wall Jump</title><link>http://www.froyok.fr/blog/2011-06-code-exil-wall-jump#comment-1217435097</link><description>&lt;p&gt;Right know, based on what you show here, I have no idea why you get this error. Sorry.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Sun, 26 Jan 2014 09:54:17 -0000</pubDate></item><item><title>Re: [code] EXIL : Wall Jump</title><link>http://www.froyok.fr/blog/2011-06-code-exil-wall-jump#comment-1216204412</link><description>&lt;p&gt;The first thing I see in your code here is that you use my own Pawn class (ExilAcrobaticPawn) instead of your own. This make me think you are not aware of the basic of unrealscript and class inheritance. I would suggest to do some research about this before trying to integrate any code you didn't make yourself.&lt;br&gt;Otherwise sorry if you already know this, this is just my interpretation. :)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Sat, 25 Jan 2014 09:04:28 -0000</pubDate></item><item><title>Re: [maya] froXnormal 0.6 : a batcher/exporter for Maya</title><link>http://www.froyok.fr/blog/2012-10-maya-froxnormal-0-6-an-xnormal-batcherexporter-for-maya#comment-980243697</link><description>&lt;p&gt;When you create manually a cage in Maya, be sure to triangulate your mesh and you cage BEFORE inflating/shifting the cage, otherwise the triangulation direction can change (which will change the vertex order). Also, be sure to freeze/delete the history of your geometry before exporting. :)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Mon, 29 Jul 2013 11:20:56 -0000</pubDate></item><item><title>Re: [maya] froXnormal 0.6 : a batcher/exporter for Maya</title><link>http://www.froyok.fr/blog/2012-10-maya-froxnormal-0-6-an-xnormal-batcherexporter-for-maya#comment-978594406</link><description>&lt;p&gt;In case like this the fastest way to find the problem is to open xNormal and load the xml generated by my script. Then press the "generate" button, xNormal will display the error then.&lt;/p&gt;&lt;p&gt;Unfortunately I can't display the errors with the script since they are not available in batch mode.&lt;/p&gt;&lt;p&gt;Most of the time, the errors are made by :&lt;br&gt;-You forgot to export the HP/LP&lt;br&gt;-HP doesn't exist (if outside of Maya)&lt;br&gt;-There are n-gons&lt;br&gt;-You exported as SBM file format by selecting a group, which returns an empty file&lt;br&gt;-An export gone wrong and an obj is corrupted&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Sat, 27 Jul 2013 16:14:08 -0000</pubDate></item><item><title>Re: [maya] froXnormal 0.6 : a batcher/exporter for Maya</title><link>http://www.froyok.fr/blog/2012-10-maya-froxnormal-0-6-an-xnormal-batcherexporter-for-maya#comment-978316132</link><description>&lt;p&gt;Hi, froXnormal should works in Maya 2013.5, what is your problem exactly ?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Sat, 27 Jul 2013 09:52:15 -0000</pubDate></item><item><title>Re: [maya] froXnormal 0.6 : a batcher/exporter for Maya</title><link>http://www.froyok.fr/blog/2012-10-maya-froxnormal-0-6-an-xnormal-batcherexporter-for-maya#comment-936081190</link><description>&lt;p&gt;An automated explode process might be possible. I have some ideas about it. It should be easier to perform with the next version of the script coming soon (which will support multiple meshes). I can't promise any release date for the moment.&lt;br&gt;I have also asked for a similar feature in xNormal, but nothing has been done (yet) unfortunately.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Wed, 19 Jun 2013 22:17:18 -0000</pubDate></item><item><title>Re: [maya] froXnormal 0.6 : a batcher/exporter for Maya</title><link>http://www.froyok.fr/blog/2012-10-maya-froxnormal-0-6-an-xnormal-batcherexporter-for-maya#comment-900766500</link><description>&lt;p&gt;I strongly advise to use your "My Documents" folder to put your scripts, otherwise the script should be placed in "Autodesk\Maya2013\scripts\". Be sure to put the content of the ZIP archive correctly and not simply extract the archive as-is.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Fri, 17 May 2013 18:31:41 -0000</pubDate></item><item><title>Re: [maya] froXnormal 0.6 : a batcher/exporter for Maya</title><link>http://www.froyok.fr/blog/2012-10-maya-froxnormal-0-6-an-xnormal-batcherexporter-for-maya#comment-880541137</link><description>&lt;p&gt;For the SBM exporter unfortunately I can't do anything. I have already talked about this limitation with the xNormal author however, so maybe in a future update it will be fixed... ;)&lt;/p&gt;&lt;p&gt;Thanks for the suggestions, I will look into them and see what I can do !&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Tue, 30 Apr 2013 12:31:29 -0000</pubDate></item><item><title>Re: [maya] froXnormal 0.6 : a batcher/exporter for Maya</title><link>http://www.froyok.fr/blog/2012-10-maya-froxnormal-0-6-an-xnormal-batcherexporter-for-maya#comment-880410571</link><description>&lt;p&gt;Hello ! I'm very sorry, I totally forgot to update my blog, the version 0.7 is available and it fix this crash with Maya. I updated the post above with the download link.&lt;/p&gt;&lt;p&gt;If xNormal start and close immediately it's that it founds an error, and my script is not the problem. Check if everything is correclty setup (di d you forgot to epxort the meshes ?). If you want to do a quick check to find any errors, load the xml file inside xNormal and click on "Generate". xNormal will then gives the error(s).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Tue, 30 Apr 2013 09:51:46 -0000</pubDate></item><item><title>Re: [breakdown] Shadow of the Colossus (PAL &amp;#8211; PS2)</title><link>http://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2#comment-863642024</link><description>&lt;p&gt;Regarding the PS2 hardware, I believe they simply used the vertex alpha color to blend two textures. R, G and B were used for the lighting, and the Alpha to blend from one texture to one another.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Sun, 14 Apr 2013 18:20:51 -0000</pubDate></item><item><title>Re: froTools 3.2 : new enhanced UI and tools</title><link>http://www.froyok.fr/blog/2012-12-frotools-3-2-new-enhanced-ui-and-tools#comment-857912060</link><description>&lt;p&gt;Hidding the UI like you want is not possible. You can't "hide" it if it's a floating windows, you have destroy it. If you want to destroy it, use this command in your marking menu :&lt;/p&gt;&lt;p&gt;deleteUI froWindow3;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Tue, 09 Apr 2013 16:05:21 -0000</pubDate></item><item><title>Re: froTools 3.2 : new enhanced UI and tools</title><link>http://www.froyok.fr/blog/2012-12-frotools-3-2-new-enhanced-ui-and-tools#comment-825529977</link><description>&lt;p&gt;I'm glad it worked ! :)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Mon, 11 Mar 2013 09:22:11 -0000</pubDate></item><item><title>Re: froTools 3.2 : new enhanced UI and tools</title><link>http://www.froyok.fr/blog/2012-12-frotools-3-2-new-enhanced-ui-and-tools#comment-825409513</link><description>&lt;p&gt;Ho, I was intrigued by your error and looked again. This time I copied the error and pasted it inside notepadd++ to compare it with my command. There is indeed a difference but very subtle : &lt;a href="http://www.froyok.fr/archives/uplo/002/evalfrottols.jpg" rel="nofollow noopener" target="_blank" title="http://www.froyok.fr/archives/uplo/002/evalfrottols.jpg"&gt;http://www.froyok.fr/archiv...&lt;/a&gt;&lt;br&gt;(My command on top, yours at bottom)&lt;/p&gt;&lt;p&gt;See ? It looks like you use an inverted quotation marks at the beginning. In mel/maya we use the neutral marks. If you don't see the difference, try another program like Notepad++ to edit your usersetup.mel file.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Froyok</dc:creator><pubDate>Mon, 11 Mar 2013 06:59:31 -0000</pubDate></item></channel></rss>