Hey, I have a quick question: I'm planning to take some mocap data and create cycles out them using motionbuilder. Stuff like idle, walk, jog, etc. I plan to then take these into Unreal and hook them up. I also plan to present them in my reel on it's own in MoBu and in-engine. Important to note is all the actions will have…
Data from ESA's 2014 Essential Facts About the Computer and Video Game Industry. Source - http://www.theesa.com/facts/pdfs/ESA_EF_2014.pdf Today's Gamers 31- The average age of todays gamer. 14 - The average number of years gamers have been playing. 71% - of gamers are age 18 or older. 48% - of gamers are female. 62% - of…
*EDIT* Aaaaand, I figured it out. Pretty much right after I posted. Doah. I just duplicated the parent (my flame system) (deleted the duplicated children) and threw the former parent (flame) into the hierarchy. So, I then turned off Emission on the parent and set its duration for as long as I needed. I guess I was looking…
It's the parents fault for letting their children play games that are rated mature audience 17+ then get mad at someone else when something goes wrong with their child. I know someone letting their 11 yo child play pretty mature rated games so that's where all this energy should go, into better parenting and stop trying to…
Just to give a good idea about what kind of data is being stored in your geometry when exporting /w certain features enabled in SpeedTree. If you arent going to use the branch blending features, you could try adjusting the "Light Seam Reduction" property to affect the normals of the branch you want to blend, there is also…
sounds like double transformation! curve controls surface and parenting both to a controller results in: parent scales curve which scales object (as long as it has history) AND parent scales object created by the curve again. solution: parent only the curve to the control but not the object.
Thanks, Ben!:) I've conducted some more research on the matter and have solved what's going on to some extent: All the materials and that make the mesh look that way were instances of the same parent material. So, it seems that when the parent material is complied it stores some other kind of normal information independent…
I am working on a script to generate modular rig segments such as IK/FK chains and other such controls to drive a result skeleton. After creating a rig segment, the user can then take those controls and add space-switching parents to them to make that part of the rig constrained to whatever parents the user wants. The…
Getting a strange error when I try to batch bake lighting from my normals in Maya. Everything seems to be in order, normals facing same direction, uvs not flipped/overlapping, renderview preview from MR looks fine... but once I bake it to texture one side gets flipped lighting on one side. There arent any negative…