Hello everyone! I'm pretty new here, but I just have a question on why my character model's bones are defying all laws of physics. I'm modelling in blender 2.6, and everything looks awesome until I open my model in HLMV. In blender, I basically used the source sdk male_06 model. I did nothing to the default skeleton. All I…
Hey y'all, starting a new project and going back to my roots in games on making a 3D character for Unreal Engine. This project is meant to use for my portfolio piece and also practice and learn new skills along the way. The goal of this project is to learn and adapt to the new Unreal Engine 5, practice my MD/CLO skills,…
I'm not quite sure what you are trying to do, but I prefer to export FBX animation from Mobu so that they have one anim/clip on the timeline and one anim/clip per FBX file. It just makes things cleaner overall. I also do plot translations to the root, as thats often where you want that data, joints in the rig should then…
yeah Anno 1404 looks right up my alley, i was just about to grab it off steam but noticed the £35 price tag ... considering it's a year old and goes for half of that on Amazon and Game, that's mental! Guess i may have to walk into town, and actually use money to acquire it from one of these old "shoppe" things (still, i…
When you hit export, you get a save dialog :) This is just a test run really, I'm investigating proper ways of making the process more efficient. One idea I had was to stick a sort of source directory in the engine root which could be mirrored to Game/Objects. So if you placed blob.fbx into ArtSource/Library/Misc/, you'd…
In Maya you select the mesh(es) first, and then only the root joint before hitting Smooth Bind. If that doesn't work you can apply the Skin modifier in Max and add the Biped bones before exporting the fbx. However, I don't understand the problem. Just saying it doesn't work isn't very informative. What does happen? What…
I'm trying to nail this job like a pro. :) It's not an easy task. The texture is gone, I removed the asymmetry and most of the skin details. I'm back to the basic. Comment are more than welcome. By the way I know that FiberMesh as been out for a while. But, like me, some of you may be unaware of all the secrets hidden in…
Download it from here: http://dox.bg/files/dw?a=f67280b1a4 INSTALLATION: Copy "Find Layer UVdummy.jsx" in your Photoshop root directory/Presets/Scripts before running the action. Feel free to edit the script(at least you can change the name of the target layer, just change "UVdummy" to something more meaningful to you).…
I dont use the pre and post infinity curves for cycling animations. You can set your range slider to the length of your looping animation with the first and last frame identical. If the character moves in space, I parent (or parent constrain) the camera to the root, so that it seems to walk in place, for adjusting the…
That's what it's doing. I like to put the autoback files into a sub-directory and not just the root of the project. Actually the autoback line should be this, in order to make it project relative: pathConfig.SetDir #autoback "./autoback" But it'll work either way. I'm not sure what you mean by "pick up a project, and hit…