Forgot to totally mention that RT cubemap has it's own Mip system (select the Actor and you should have access to the said option) but you need to have 512 or 1K cube map res. to get the most out of it (since it mips them non-linearly). Also, in my case (maybe it's the July version issue) they only work for some of the…
There is certainly something wrong with your imported FBX file. The problem occurs as it cycles, and the rootmotion picks up on this. Does it go linearly up or does it pop up in the start of every cycle? You can try to manually override this problem by going under the animation tab of the animation, then under Root…
Hello - I think the biggest paradigm shift lies in the fact that Blender will force you to work on raw sculpts as opposed to working with levels of subdivision. There are two performance reasons for that : 1 - Blender is not able to edit/deform/manipulate models as dense as what Mudbox or Zbrush can do, and 2 - while…
I prefer the original version personally I think you really need to do something about the shirt design though, the way the criss crossing pattern just linearly fades out looks bizarre
Congratulations! Yes. These kinds of tools are certainly representative of the direction that the industry is moving in - this is evidenced by the adoption of these and similar tools by studios across the world, my own included. I'll go into why further along in this post. Well, it depends on how you define efficient.…
Thanks - I realised I actually introduced a weird motion on the hips, so it was zigging and zagging weirdly - I've smoothed that out in my current version, so there's just a nice subtle bit of back and forth - it can definitely work in-game - if the root motion is translating linearly, a little bit of backwards and…
Also, wouldn't you need a lot more geo to have this extrusion keep it's shape? Wouldn't that extra geo make the boolean and the resulting clean-up a lot harder/more-work? You also couldn't do this nondestructively or non-linearly, like if you realize later that you need to add that geo in to make the extrusion, so you…
He looks kind of weak without shoulders, like maybe he's the zerg that gets me my towel :\ Also, I'd push his elbows out from his body to make him look more aggressive. Edit: The tail tapers very linearly. It might be more interesting if you threw a curve into his tail to give him a more interesting silhouette.
Hrmmm this is an interesting one. To this day I've never tried using bump offset with a particle subUV expression. I just tried it on March 2012, I see the same thing as you. My guess (and this is total speculation) is that it's not supported because it'd be too costly / look bad when interpolating between the subUVs. You…
[ QUOTE ] There's an Ogre particle editor beta, also open source like said graphics engine. May be worth checking out? http://www.ogre3d.org/phpBB2/viewtopic.php?t=8535 Haven't tried it, can't vouch for it, yadayada... [/ QUOTE ] BTW, an example of a particle script: <font class="small">Code:</font><hr /><pre>…