I was wondering if anyone had any advice for my situation. I have modeled a large tree with various roots/limbs coming off of it and some extra limbs to place around. Now the limbs and roots that I have intersecting are easy to uv and texture. Here is where my dilemma comes into play. I want to add grime or distinct areas…
Now this is insane. Unrestricted root access for all applications? Just found it on my system. Strange, I don't think I reinstalled X2 after the last OS wipe... Sounds like I really should start downloading again, buying legal is becoming way too dangerous these days. Can't we sue 'em under some computer intrusion act?…
Its looking really cool. I really like the design. I have a few suggestions. I'm assuming you don't have a poly limit. Add in some type of lantern light on post or on hooks that are hanging off the roots. Go with some type of steal latten with a lot of open light space with metal trim that sort of repeats the root like…
No. Unless the mesh parts are also separate. Then you could attach them inside unreal. That would be done by exporting each separated parts as individual fbxes, and attaching them in unreal, either in a prefab-like blueprint, or by adding sockets to the attach points, and dragging them onto each other in the scene…
no... not exactly. in the walk an run anim you don't realy see the explained problem... i saw the prob the first time i started to but IDLE anims on the model. so i figured out that i related to the rootbone some how. everything seems to rotate around it, as long as i dont move the root everthing is fine, but if i start to…
Hello! I've been learning unreal in for my Capstone project so I can graduate and I've been loving it so far. But I've ran into an issue to where my attack animations look just straight weird. They are sliding up and down and I can't figure out how to fix it. I've copied the Y-Translate ( Z is up and Y is forward) to the…
On a somewhat related note: last I heard, the Baldur's Gate Enhanced Edition developers are hiring artists to create pre-rendered 3d environments for their custom content for BG1 and BG2. I don't work there or anything.. just trying to get the word out in case any talented PCers are interested. :) And almost back on topic:…
Actually I am working on that now lol. I am going to have overgrown roots and plants. An idea I have is to have some of the roots breaking in from the vents that will be on the cieling. This mine is old and has been in disuse for a number of years but it is still functional. So I have to make everything worn and feel like…
Ahh, ok that helps a lot already, thanks! However I doubt the Blender exporter supports exporting only certain bones Hmm, but wouldn't you still need a complete skeleton with one root bone, as opposed to individual foot rig setups (with their own root and only connected to the main rig via constrains) as often seen with…
That works, there are a bunch of different ways to come at this. Keep in mind if this was for real time by linking the biped to a dummy you created a new root bone. Which could fubar exporting or throw off whatever engine because its looking for a specific name or number of bones. I personally would adjust the Z curve for…