Hey guys, Just wanted to get a thread going here for a project that I'm working on with Paul (Zeronis) Kwon. It's called Mekanizer and currently is a collection of collectible desktop 1/8th scale figurines (9inches from head to toe). Think, Queensblade mixed with Monster Hunter. To give you a tiny bit of information on…
Thanks for the reply. I created a .py shelf button from the script but nothing happens. What do I need to do with the code: import fbxExporter fbxExporter.UI()
Why not place the asset inside of an actor BP,shoot a ray or two out from the bottom or around the asset, find the terrain layer, save that to a float in material parameters and use that info as the blended texture. Then once everything looks good bake out the objects to get the perf back.
Since jog and run would have its own movement speed, you can just input the characters movement speed into the anim bp, and when its lower or higher than a value, blend in the transitioning anim. You could also scale the movement speed and use it as a weight.
Well just look up the basics, its easy to use. Just gotta press the button with the sparkles in BP mode, set the texture size you want and paint on it. Its great to make seams dissapear after you made a classical texture in photoshop btw with the stamp tool.
You guys were on a whole new level! I was on the Debris team, thanks for tipping us off on the cast-to function in BP, we were stumped for quite a while :)
Do it Funky B! I iz to lazy :poly142: jez copy paste the code. hacking a maya command( constraints ) solution is almost always faster than mel math ( time to learn py ). Aligning objects is not expensive but if u extend to components interpreted mel math may be slow.
I'm using a camera shake to do all of the camera movement. I dont have access to my build right now but i could post a pic of the BP logic. Basically i get what direction you're jumping/doding and use that to set the direction of my generic jump shake.
Thanks for the tips guys, my scene runs at a solid 60 after those changes, and it looks pretty much the same. Got the spline BPs in as well as played with a few visual adjustments.
It should be the look at. You can try rotating both pieces of the piston with the look at. Showing your anim bp setup and the settings of the look at would help us determining whats wrong with it.