Whats the best way to rig pauldrons, and in my case in particular, theres an extra layer on top of the pauldrons. Should I make an extra bone for for the pauldrons? What should I parent it too? This is for real time Ue4 if that changes anything.
updating my fur technique blender. i found that less parent guides was better, but not' too' little depends on which part of the body really. i needed more clumping on the chest so added a few more guides
You need to make sure that the input maps are set to 16 bit. The default is 'relative to parent' set this to '16 bit' There's a thread about it here: https://polycount.com/discussion/225225/blurry-result-from-using-triplanar-node-in-proceedural-sbsar
If its scaling up after you reset xforms then its got a scale on it somewhere - could be from a parent or could be due to forced unit conversion. The wireframe thing is almost certainly due to the same scaling.
If its scaling up after you reset xforms then its got a scale on it somewhere - could be from a parent or could be due to forced unit conversion. The wireframe thing is almost certainly due to the same scaling.
I use Rogers and it seems to be ok at the moment. I am stuck with it because the place where I live only supports rogers and my parents have this family package that comes with pretty much everything. =\
2 backers = $5.50 a piece........it's gotta be pretty sad to know your own parents would only give you a lousy $5.50 to start a game company. Marty it's time to go back.....back to the future!
What kind of clothes animation? Like Batmans cape or gunsligers coat flaps? You need to create joint chains or a "skirt" then parent it to the main skeleton where it's appropriate. https://www.youtube.com/watch?v=RzrETjZ7S1c
Maybe you could try a Shell material as the parent for the instances' material? Shell lets you set one material for the Renderer (i.e. your original full material) and a different one for the Viewport (no textures here!).
Is the char for rendering or a game? If its for rendering yes do whats needed until your computer cant handle it. The second mesh is just parented not weighted. If its for a game you need to follow the pipeline rules.