ZacD, before 901 the usual approach for game artist was to bake out an object space normal map inside of modo and then covert the normal map in something like xnormal. xnormal> set config/plugin manager to pump out mikkt > import low poly + object space nm, click convert. Couple extra steps but it works well enough with…
Thanks for the response! I have however been running it thought the LateUpdate function. I tried to apply the logic of how I've done it in 2D side-scrollers but for some reason local transform.rotate-ing the Z axis rotates it along the Y simultaneously... I've had a good sleep since yesterday and i've practically just…
Balls... thought of something right after I hit post and lo and behold that was it. SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _WarpTex; float _WarpInt; float…
I guess you locked the temporary pivot by clicking on the small blue circle above the manipulator, which can be quite close to the manip, if you are far zoomed out. Click it again and you have default component pivot behavior. Look here under "To keep the pivot in place while working with components"…
Yeah, just looking through the include files. Although if you hover over the input slots in the editor, then it'll tell you in the tooltip what texture channel it derives the information from (they aren't automatically generated - it's just written out in the custom shader inspector). UnityStandardInput.cginc has the…
I'm an artist who moved into coding. Coding in unity is not that hard, it's pretty easy actually. You guys would be surprised to hear that I find rigging and skinning more complicated than most coding. The hard thing about coding is learning the syntax. using systems.collection Translation. When holding space bar, every…
Are you familiar with Unity scripting? You can use transform.LookAt on both cylinders. As long as the pivots are in the right spot it'll just work. Also, it's for an internship ask if scripting is okay to handle this issue. If this a common type of asset for them they may already have a solution.
I'm on my mac today so don't have max open, so the syntax I give you might be wrong, but will hopefully send you in the right direction. I assume you will want to be working in parent space. TrPos = in coordsys parent $.pos TrRot = in coordsys parent $.rotation You may need to use $.transform.pos and $.transform.rotation…
While this thread is quite old now I just want to give my findings on physics like Wipeout just in case anyone else in the future wants a place to start. This all comes from my experience with developing my own Wipeout game (AGR2280) and implies you already have a game engine to work from (Unity, UE4, etc) and a bit of…