hmm.. yeah odd. It still sounds like a gimbal issue, since if the order is xyz, then regardless of the prior x rotations the z will always be in global space, just the nature of how rotation matrices stack. I was likely silly in expecting that to be fixable in kismet, as rotating would be a lower level engine thing.
Hey this is cool, I'm looking forward to seeing articles that cover more advanced topics. I would say that this first blog is a bit too short, it ends right before it gets good. I'd like to see how you can apply this knowledge, like using 3 point vectors in unreal to manipulate normal maps or tint albedo maps, with…
That checkbox ticks itself when you apply it on a landscape. About the coordinates: Landscape layer coord node is very much like uv\texture coordinate node, while world position can be used to do axis aligned mapping. Whats the error it gave you? I guess it isnt scaled so it shows "wrong" (it isnt wrong, its just not…
I haven't used slideknit before only seen it demonstrated. You might have better results using just textools UVW XYZ swap feature to flatten out your base mesh, then position your detailed mesh to more or less fit the flattened base mesh, apply skin wrap to your detailed mesh targeting the flattened base mesh and switch…
Hate or not. Whether you want to believe this was some rogue artist or the fault of an entire team. Where is EA's statement? How long does it take to come out and issue a quick boiler plate "We're Sorry" and "We're doing XYZ to fix it"...Granted it has only been a day since this was released.
which is the bone that adds the offset is it the pelvis/HIP/root ? or are the legs rotated/bent a bit more than they should ? exactly which element of the rig do you delete when the offset gets introduced ? are the translate xyz channels of the hip joint actually keyed on absolutely every frame after the bake simulation ?
@Rabbid_Cheeze: That's something Modo doesn't really have. You can go to Geometry>Vertex>set position and set the position of that component. This works with edges and polygons as well but they don't work off the center of that component. It assumes that you want all of the vertices that belong to that poly or edge to the…
@rafregidor Thanks :) All you got to do is import a mediumsubdivided/decimated character into maya/modo/max move him above the grid and scale to somewhere in the scale of a person, my character is about 1,8m tall. When all of that is done, export that and you're now working within MD's scale. Getting all of this into…
Thanks for the feedback! One thing, we do have XYZ sliders and numeric inputs for all objects, click on an object and expand the transform module at the top of the object properties. If this isn't what you mean, could you expand on what you would like to see?
Another method just shown to me by Joe 'Flakked' Dionisio is fairly simple. Using a normal plane, set your brushes to WrapMode 1, then go into your transform panel and under 'Modifiers' change XYZ to Z. This will make it so your brushes are only affecting the z-depth of the mesh. The one issue we're running into however,…