I have an curve controller which is being driven by twocontrained parents, and the parenting is set so the sum of the two parents is 1 (e.g. 0.7 and 0.3 of parenting factor). When I rotate one of the parent controller it all goes fine, but there are some specific rotation values that make the child go in a crazy rotation…
I'm still a bit confused by the care-free "polycount doesn't matter" attitude of Nanite. I know it performs amazingly well for static meshes, but I can't wrap my head around the logistics of importing 5M-poly meshes into UE5. 1. If you're importing ~1GB+ FBX files into UE5, wouldn't that be impractical just for syncing…
The amount of detail on this is pretty amazing. You either have an incredible amount of reference photos, or you have an AR you can look at. When you get around to baking this down, I can't wait to see the results!
Wow!!! Now this is just...amazing. I can't believe the amount of work that must have gone into this whole set - really impressive amount of talent and dedication by all involved. Jealous of all your skills for sure! Upvoted for certain :)
Overtime is generally never about making the quality of the product better. Its about completing a massive amount of work in a short amount of time. Thats why crunch/OT happens. The quality of work will not be as high as it could be, but thats not the point.
Still it seems like a crazy amount of money considering how gadgets and technology prices tend to go down yet Cintiq's never do.At least not substantially. And for that amount of money I prefer to travel to an awesome beach TBH.