tag:blogger.com,1999:blog-28746066573673660552024-03-13T22:21:27.215-05:00BogusIndustriesOfficial Blog of BogusIndustriesJohnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.comBlogger95125tag:blogger.com,1999:blog-2874606657367366055.post-17396571672448995932016-10-07T15:43:00.001-05:002016-10-07T15:43:03.551-05:00Fixing the 3rd person control tutorialAhh advancement. As soon as you find how to do something it's out of date and no longer works. My latest youtube post is of my game progress with a link to a playlist of the tutorial I used to create the character control. I can't find the comment that fixes all the broken things so here it is<br />
<br />
PlayerCamera Adjustments for use in Unity 5 --!!!!!<br />
(Minor PlayerTarget adjustment included at bottom of comment as well)<br />
--------------------------------------------------------------<br />
Updated Cursor display & Cursor lock --<br />
<br />
In Start();<br />
<br />
Screen.showCursor = false;<br />
<br />
//Replace with<br />
<br />
Cursor.visible = false;<br />
__________________________________________________________________<br />
Screen.lockCursor = true;<br />
<br />
//Replace with<br />
<br />
Cursor.lockState = CursorLockMode.Locked;<br />
<br />
__________________________________________________________________<br />
In Update();<br />
<br />
Screen.showCursor = !Screen.showCursor;<br />
<br />
//Replace with<br />
<br />
Cursor.visible = !Cursor.visible;<br />
<br />
__________________________________________________________________<br />
Screen.lockCursor = !Screen.lockCursor;<br />
<br />
//Replace with<br />
<br />
Cursor.lockState = CursorLockMode.None;<br />
<br />
__________________________________________________________________<br />
<br />
for the CameraMovement();<br />
<br />
Declare<br />
<br />
public Camera theCam;<br />
<br />
In Start(); add<br />
<br />
theCam = gameObject.GetComponent<Camera>(); <br />
<br />
||||||||||||||||||||||||||||||||||||||||| Then replace Camera in CameraMovement(); with theCam<br />
<br />
So instead of looking like this...<br />
<br />
<br />
if (playerController.aim){<br />
Camera.fieldOfView = Mathf.Lerp (Camera.fieldOfView, zoomFOV, _deltaTime * lerpSpeed);<br />
<br />
_camDir = (aimDirection.x * target.forward) + (aimDirection.z * target.right);<br />
_targetHeight = normalAimHeight;<br />
_targetDistance = normalAimDistance;<br />
}<br />
else{<br />
Camera.fieldOfView = Mathf.Lerp (Camera.fieldOfView, normalFOV, _deltaTime * lerpSpeed);<br />
_camDir = (normalDirection.x * target.forward) + (normalDirection.z * target.right);<br />
_targetHeight = normalHeight;<br />
_targetDistance = normalDistance;<br />
}<br />
<br />
-------- it will look like this...<br />
<br />
if (playerController.aim){<br />
theCam.fieldOfView = Mathf.Lerp (theCam.fieldOfView, zoomFOV, _deltaTime * lerpSpeed);<br />
<br />
_camDir = (aimDirection.x * target.forward) + (aimDirection.z * target.right);<br />
_targetHeight = normalAimHeight;<br />
_targetDistance = normalAimDistance;<br />
}<br />
else{<br />
theCam.fieldOfView = Mathf.Lerp (theCam.fieldOfView, normalFOV, _deltaTime * lerpSpeed);<br />
_camDir = (normalDirection.x * target.forward) + (normalDirection.z * target.right);<br />
_targetHeight = normalHeight;<br />
_targetDistance = normalDistance;<br />
}<br />
<br />
<br />
|||||||||||||||||||||||||||||||||||||| This way everything should work for you in the PlayerCamera script.<br />
<br />
<br />
<br />
<br />
<br />
<br />
|||||||||||||||||||||||||||||||||||||||||Also in PlayerTarget if the use of <br />
<br />
<br />
gui = guiTexture;<br />
<br />
<br />
in Start();<br />
<br />
<br />
is giving you problems simply delete or comment it out and add<br />
<br />
<br />
gui = gameObject.GetComponent<GUITexture>();Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-27827731034816138772015-04-02T14:50:00.001-05:002015-04-02T14:52:24.980-05:00Better alpha settings for Maya FluidsWhen rendering a fire pass using Maya fluids, we noticed the fire looks great over black but looks horrible when composited (left example). A simple adjustment of the matte opacity to 2 instead of the default of 1 results in the effect on the right. Much better!<br><div class="separator" style="clear: both;"><a href="https://lh5.googleusercontent.com/-3cq_UZlQ0E4/VR2dcS8uM0I/AAAAAAAAACI/7S5i2No7jTQ/s640/blogger-image--1599730382.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://lh5.googleusercontent.com/-3cq_UZlQ0E4/VR2dcS8uM0I/AAAAAAAAACI/7S5i2No7jTQ/s640/blogger-image--1599730382.jpg"></a></div>Anonymoushttp://www.blogger.com/profile/13018388304530705861noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-20860062543156051942014-12-15T17:26:00.001-06:002014-12-15T17:26:35.000-06:00Logo Dissolve Test 02<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1wC2q82' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1wC2q82'/> </object>Logo dissolve test using animated bird instances</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-67971815447166604202014-12-15T14:50:00.001-06:002014-12-15T14:50:35.087-06:00Logo Dissolve Test<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1wBoFuM' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1wBoFuM'/> </object>Dissolving a logo with a flock of birds</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-39081676380069168842014-10-20T10:38:00.001-05:002014-10-20T10:38:03.608-05:00Ground Impact Test Maya<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1x0LGWK' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1x0LGWK'/> </object>Ground impact dust and debris. Maya fluids were used for main dust cloud which drives smaller particle debris. Instances also used which additionally emit more particle debris. Expressions used to control emit per particle rates. Another layer of sprites were added for more subtle dust.</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-72213428021896232732014-09-22T12:59:00.001-05:002014-09-22T12:59:40.942-05:00Fluid Driven Particles<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1r0LZ4S' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1r0LZ4S'/> </object>R&D for effect requiring particle sprites to be driven by fluids</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-53811636288272021112014-09-12T13:25:00.001-05:002014-09-12T13:25:33.746-05:00Repeatable Simulation Results in Maya Using Seed<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1oD5Yk3' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1oD5Yk3'/> </object>In this tutorial I show you how using the seed command can help you get repeatable results while you're working to help you get the exact look you're going for before you cache. To change the result, multiply the id by any number. Changing the number id is multiplied by will give you different results. Here's a link to randomly instancing objects tutorial: http://ift.tt/1qsIeoy SUBSCRIBE! http://ift.tt/1oD5Yka Find more at http://ift.tt/1qsIeVm</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-59058310242675716962014-08-12T15:05:00.001-05:002014-08-12T15:05:33.363-05:00Compression Wave Test Render<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1r7pVGp' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1r7pVGp'/> </object>Extremely basic lighting for this test. It needs a lot of work and optimization. Currently renders at about 2hr/frame</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-40075380220915900922014-08-06T18:06:00.003-05:002014-08-06T18:06:43.510-05:00Wipeout 3 Cinematic<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1vczBB3' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1vczBB3'/> </object>Opening cinematic for Activision's Wipeout 3. I did all character rigging.</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-78047666077790253482014-08-06T18:06:00.001-05:002014-08-06T18:06:41.477-05:00Target Halloween 2012<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1ntLTLI' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1ntLTLI'/> </object>Target Halloween spot 2012</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-32306506177446537212014-07-31T15:18:00.001-05:002014-07-31T15:18:29.391-05:00Explosion Test - Maya Fluids<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1oS4UMY' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1oS4UMY'/> </object>Low res playblast of explosion test from multiple views.</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-17076520552564423282014-07-30T18:04:00.001-05:002014-07-30T18:04:54.632-05:00Compression Wave - Maya FLuids<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1nUNHDb' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1nUNHDb'/> </object>Playblast of an element for an explosion. Playing 4 times slower than render due to sampling.</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-86155075824291877652014-07-28T11:22:00.001-05:002014-07-28T11:22:18.750-05:00Shockwave Test - Maya Fluids<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1pwsiMc' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1pwsiMc'/> </object>A Maya fluids test of a shockwave element inspired by Video Copilot's shockwave pack. Slight re-timing done if After Effects. So many options for this for different results. Might have to make more! Check out Video Copilot's assets here: http://ift.tt/1s6ArbT</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-16460313241388175052014-07-24T15:09:00.001-05:002014-07-24T15:09:11.530-05:00Snow Footprints Test<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1sZKqo5' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1sZKqo5'/> </object>Some simulation elements of a character running through snow.</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-25074656766204822842014-06-18T13:19:00.007-05:002014-06-18T13:19:58.895-05:00Bubble Wipe Test<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1oGRcOD' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1oGRcOD'/> </object>A test for screen wipe transitions in Activision's Plankton's Robotic Revenge Game Cinematic. I used Michael Bublé because his name sounds like bubble. Great joke.</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-51112448894605816902014-06-18T13:19:00.005-05:002014-06-18T13:19:55.662-05:00Krusty Krab Explosion Test<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1r8ljMe' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1r8ljMe'/> </object>Test for Activision's Plankton's Robotic Revenge game cinematic. Shot was eventually cut.</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-88978435750516692502014-06-18T13:19:00.003-05:002014-06-18T13:19:52.629-05:00Object wave test 02<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1oGR9lO' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1oGR9lO'/> </object>Early test of waves made of objects.</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-59153340707597310602014-06-18T13:19:00.001-05:002014-06-18T13:19:46.896-05:00Object wave test 01<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1r8lfvH' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1r8lfvH'/> </object>Early test for a wave made of objects.</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-40366317904489692242014-04-03T14:45:00.001-05:002014-04-03T14:45:28.868-05:00<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dzk7Ld8YnW3BOziGNhRCzT3LJ0XebiA_G4x1v76iAKwpjbHnMdqK3y7IH3lq6OE4K9LOgzYfYTlB8KdhwK2' class='b-hbp-video b-uploaded' frameborder='0'></iframe></div>
Working on some instancing techniques to make a dandelion. Perhaps the next tutorial?!?!?!?!Anonymoushttp://www.blogger.com/profile/13018388304530705861noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-3444448763785394962014-03-26T17:49:00.001-05:002015-06-11T10:10:06.735-05:00Motion Capture Test<div xmlns="http://www.w3.org/1999/xhtml">
<object height="350" width="425"><param value='http://ift.tt/1hbqwzI' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1hbqwzI'/> </object>Using the software ipisoft <a href="http://ipisoft.com/" target="_blank">http://ipisoft.com/</a> we are testing using motion capture in projects with lots of animation to take a bit of work off our animator. The video shows a test of me doing some basic moves with the clothing combination I think is working the best. This test is using 4 PS3 Eye cameras set in a half circle around the action due to limited space at work. The software also supports the Microsoft Kinect (up to 2). You can read about the software and its capabilities at the link above. The character can be found at <a href="http://www.mixamo.com/" target="_blank">www.mixamo.com</a> and can be downloaded for free after setting up an account. All of these tests are for a super secret project we are bidding on. If we get the job I'll be sure to have more videos explaining this specific process of motion capture and also getting the data into a usable and adjustable state in Maya. Here's hoping!</div>
Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-33670726468593961422014-03-06T12:58:00.000-06:002014-03-06T13:06:34.799-06:00Constrain a Skinned Skeleton to a Control RigA lot of times video games will use basically the same skeleton for all their characters. When we get these characters for cinematics we usually get the character and a skeleton which it is attached or "skinned" to. They don't, however, usually come with any controls. Generally our process is to create a single control rig and then constrain the skinned skeleton to that control rig. So instead of creating many separate rigs we can import our control rig into each character's scene and constrain the already skinned skeleton to our control rig. This way we don't have to change any skin weights and can get characters into Maya at a useable state very quickly without having to redo any work that has already been done. The following is a script I wrote to help automate the process. <br />
<br />
<span style="color: red;">//get selection</span><br />
<span style="color: lime;">string</span> $sel[] = `<span style="color: cyan;">ls</span> -sl`;<br />
<span style="color: red;">//make sure only the 2 root joints are selected</span><br />
<span style="color: lime;">if</span>(<span style="color: cyan;">size</span>($sel) != 2){<br />
<span style="color: cyan;">error</span><span style="color: yellow;"> "Please select root joint of source skeleton then root joint of target skeleton"</span>;<br />
}<br />
<span style="color: red;">//select all joints in source (control) skeleton and add to an array</span><br />
<span style="color: cyan;">select</span> -hi $sel[0];<br />
<span style="color: lime;">string</span> $source[] = `<span style="color: cyan;">ls</span> -sl`;<br />
<span style="color: red;">//select all joints in target (skinned) skeleton and add to an array</span><br />
<span style="color: cyan;">select </span>-hi $sel[1];<br />
<span style="color: lime;">string</span> $target[] = `<span style="color: cyan;">ls</span> -sl`;<br />
<span style="color: red;">// parent constrain the root joints</span><br />
<span style="color: cyan;">parentConstraint</span> $source[0] $target[0];<br />
<span style="color: cyan;">print</span> (<span style="color: yellow;">"parent constrained "</span> + $target[0] + <span style="color: yellow;">" to "</span> + $source[0] + <span style="color: yellow;">"\n"</span>);<br />
<span style="color: red;">//loop through the rest of the joints and orient constrain them</span><br />
<span style="color: lime;">int</span> $i;<br />
<span style="color: lime;">for</span>($i = 1; $i < size($source); $i ++){<br />
<span style="color: cyan;">orientConstraint</span> $source[$i] $target[$i];<br />
<span style="color: cyan;">print</span> (<span style="color: yellow;">"orient constrained "</span> + $target[$i] + <span style="color: yellow;">" to "</span> + $source[$i] + <span style="color: yellow;">"\n"</span>);<br />
}Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-63062970607276577012014-02-03T08:10:00.001-06:002014-02-03T08:10:23.275-06:00Controlling Joints with Dynamic Hairs in Maya<div xmlns='http://www.w3.org/1999/xhtml'><object height='350' width='425'><param value='http://ift.tt/1kE9uKC' name='movie'/><br /><param value='transparent' name='wmode'/><br /><embed height='350' width='425' wmode='transparent' type='application/x-shockwave-flash' src='http://ift.tt/1kE9uKC'/> </object>In this tutorial I cover how to control a set of joints with a dynamic hair and also how to connect it into a rig so it will scale properly. This technique works great for tails, tentacles, ropes, chains etc. If you'd like to download the file to dig deeper you can find the links here http://ift.tt/MRKl3R</div>Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-32050131080706847582014-01-22T16:30:00.002-06:002014-01-22T16:30:27.111-06:00Testing Google connectivityif this works, this post should show up on the bogusIndustries google+ page. did it work?!?!?!Anonymoushttp://www.blogger.com/profile/13018388304530705861noreply@blogger.com1tag:blogger.com,1999:blog-2874606657367366055.post-24558829596995106672014-01-21T17:19:00.001-06:002014-01-21T17:19:17.643-06:00Bogus Camera Tools 1.0<form action="https://www.paypal.com/cgi-bin/webscr" method="post" target="_top">
<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-1n6c3NSuaiY/Ut79feZ1nLI/AAAAAAAAA0o/B4DGjrMqh50/s1600/bogus_CamTools.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-1n6c3NSuaiY/Ut79feZ1nLI/AAAAAAAAA0o/B4DGjrMqh50/s1600/bogus_CamTools.jpg" /></a></div>
Here is another tool I've been writing to help control cameras in your scene without having to dig through Maya to find them. I do a lot of modeling that requires the models to match a background plate and using the overscan function allows me to zoom in to make sure everything is lining up without moving the camera (which is usually locked off). I found it very annoying to have to dig through Maya to find my camera and adjust this setting. This UI allows you to have access to all cameras in your scene (up to 11 including the 4 default cameras) and the attributes I most frequently need to change. You can<a href="https://dl.dropboxusercontent.com/u/1685579/donations/bogus_camTools.rar" target="_blank"><span style="color: cyan;"> click here to download for free</span></a> or use the button below if you feel like it's worth a few bucks. By all means try it for free first! Feedback, bug reports, and feature requests would be greatly appreciated!<br /><input name="cmd" type="hidden" value="_s-xclick" /><br />
<input name="hosted_button_id" type="hidden" value="GQ7XVM22Q3Z5N" /><br />
<table><tbody>
<tr><td><input name="on0" type="hidden" value="Price Options" />Price Options</td></tr>
<tr><td><select name="os0">
<option value="Thank You">Thank You $1.00 USD</option>
<option value="Thanks A Lot">Thanks A Lot $2.00 USD</option>
<option value="You Think I'm Pretty">You Think I'm Pretty $5.00 USD</option>
</select> </td></tr>
</tbody></table>
<input name="currency_code" type="hidden" value="USD" /><br />
<input alt="PayPal - The safer, easier way to pay online!" border="0" name="submit" src="https://www.paypalobjects.com/en_US/i/btn/btn_buynowCC_LG.gif" type="image" /><br />
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Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0tag:blogger.com,1999:blog-2874606657367366055.post-30578513718522925362014-01-16T14:59:00.000-06:002014-01-16T14:59:14.221-06:00Select All the animation curves in your sceneEver wanted to select ALL of the animation curves in your scene? Just type this MEL command:<br />
select -r `ls -typ animCurve`;Johnny Zhttp://www.blogger.com/profile/06869876570539344026noreply@blogger.com0