Thanks. Of course, I'll be keeping a local copy of the final compressed video. What I don't want to keep is the edited video project and the original source footage.
Because two 4GB USB keys are so expensive?
Thanks. Of course, I'll be keeping a local copy of the final compressed video. What I don't want to keep is the edited video project and the original source footage.
Snap to grid can be helpful to align objects more precisely, but I doubt it'd be faster IMO.
Not that your work is trivial, I would just highly caution against saying it's "better".
I doubt epic didn't have a reason for doing it this way
I'm sure it's very much related to the fact the original UnrealEd was made more than 10 years ago, and back then there were limited advances in 3D UIs. And Epic probably never allocated enough resources to redoing something that's already done, because I'm sure there are always more important things (in their view) for them to do.
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I'm sure Epic hasn't thought of UI/Productivity improvements in the last decade.
Out of curiosity, how does your demo handle complex/convex geometry?
I don't think it would be that much slower for someone that knows what they are doing. It's approximately 3 clicks to get it exactly where you want it anyway.
Out of curiosity, how does your demo handle complex/convex geometry?
[quote name='way2lazy2care' timestamp='1329399762' post='4913647']
Out of curiosity, how does your demo handle complex/convex geometry?
I have a pretty basic loader that opens .dae files (Collada format) that I export from SketchUp. It doesn't do advanced things like materials, textures, just plain geometry. If Blender exports as .dae, then what you suggested is possible. But it's almost much easier just to get some random hi-poly model from SketchUp's 3D Warehouse.