I like it man. I vaguely get the significance of the final scene and how it relates to the importance of the basket to the girl, I think it could use a little more clarification, the relationship between the girl and the grave(?) markers, her parents? her own? siblings? good luck with the festival!
Leia isn't a princess, because you can't be a princess of a place that doesn't exist (Alderaan is gone, after all). She's a general. I don't see how Rey comes into that, but Klyo isn't a prince either, he's just someone born to a politically powerful and influential parent.
Great model! You can use a Biped Xtra bone. This allows you to pick any other bone of the Biped as the parent. It also has the benefit of saving and loading with BIP animation files. If you meant flap around with physics, then I'm not sure hot to do that in UDK.
Annoying to see Max is still doing goofy crap with their Bones. Like if I attempt to move a child in Bone Edit Mode, its siblings are left behind, they don't realign with the parent. Or if I move the root bone in Bone Edit Mode, its length goes nuts.
I'm just a pisces. I'm content, me and my good friend share the same birthday though he's one year younger than me. Fun to bug him I didn't like the present his parents got my for my 1st birthday :P
19, doing the college thing, living with the parents and heavily modding Quake 2 with TCs and lots of player models. Preparing for my first games, Zaero (Quake 2 add-on pack), and Quake 2: Extremities for Red Rover. Oh, and looking up to Rorshach as my god.
Hello everyone! I am quite a noob in terms of animation and rigging and im stuck. XD I need to fix wrist bening issue on my character and for that i used extra bone on wrist joint. But i dont understand how make dependencies between them, so when plam bone will go up, wrist extra bone will rotate half of parent local…
I downloaded the wraith king model which is actually the skeleton king model. Parented the weapon to the weapon0_0 and its showing up all funky in the preview. Any help would be awesome. Do I need to use a different model. so far ive tried the fbx and the .ma (using maya) and it wont work. :(
You can extract faces where you gonna place those instances . one face for each. Make them separate object to parent instanced object too. A kind of old way. Or you can use geometry nodes . Extract a curve from an edge loop and use that curve to distribute points on it: "curve to points" node . Then "instance on points"…
figured it out loose explanation create an array of transforms and use that as your starting point for spawning child actors create an interface to a build function and implement it on the child actor - you need to expose a transform variable and apply it in this function in the parent actor set the child actor's transform…