Try stress-testing the physics system to understand tradeoffs. Make a simple container and drop 256 rigid bodies into it. Swap physics methods each time, from sphere up to per-triangle, and record framerates. We did this while developing a Wii game, and it was instructive. Mostly people here assume everyone's developing…
@Drav cheers mate, you're welcome. @fuzzzzzz no problem mate. :) Day 3 - In-Engine(UE4) With everything finally finished it's time to bring the assets into UE4, a very smooth process in comparison to years past. ;) It's just a matter of exporting the mesh and bone hierarchy(no controllers/helpers/constraints/etc), with…
This is on Blender 3.6 using Auto Rig Pro. I have tried changing rest poses, adding new bones for the IK to target, adding constraints on the IK bone, retargeting on a Mixamo rig and trying to target the IK onto that, and none of it has worked.
You assign a link constraint to the main transform attribute in either the curve editor or the motion panel. This is mostly used only in 3dsmax, if you plan to export the animation you have do a bunch of low end animation baking and object snapping, its a pain in the ass. But if you're just using max, link constraint. 1)…
it comes down to time saving imo. Why model the same tables, chairs etc, loosing production time that could be better used for other assets\optimization, when theres a pack that fits the art direction and is well made ? Why model the same rocks\cliffs you see everywhere from scratch ? If you have time\budget then go for it…
So there was this tool in max which was for the win like every 2 seconds in the uv editor. It was basically a 4 point lattice on your selected uv's pretty much the same thing as in photoshop when you hit ctrl t and then you can constrain scale your selection using a specific edge as the anchor. Anyone seen this is maya?…
im pretty sure it will only work with verts. i did this a while back. i had to download a script off of highend called rivet or polyvertexconstraint. what it did, was constrain a locator to a vertex. from there, you could point and orient constrain a joint to a locator, then bake that down. then re-weight your object using…
Hey everyone, I'm having an issue... I have to export a character in fbx, he has a joint-chain constrained to his back. But the root of this is staying to 0 because the constrain is applied to a nurb curve controller on top of it. Any tips to make it follow nicely for the export?
Its not maya but i gave it a quick try in xsi... I did it with 2 seperate direction/look-at constraints. The constraint for the base of the turret follows a null which gets its x and z transforms from the "target" but always stays in 0 on y so the turret not rotates upward. You will need to basic expressions to get the…
Hey so I've been doing a lot of research on these topics but the little things are stumping me. I created a jellyfish head out of an nCloth mesh, assigned a couple locators to the top and bottom ring of verticies, and applied a squash deformer to the mesh. I then animated a bounce upwards using that system. However, the…