Solved this with a solution suggested by my colleague. 7 rows of python code was all it took. I'm pretty much querying every frame in my range for it's value. Then creating new indexes with colors and positions in a ramp node. I.e. keyframe value = color and frame = position.
actually if you just select merge on import, it prompts you to reparent the incoming mesh which is awesome. Not sure if this is right, gonna do some more tests:) EDIT NOPE that jsut gives you 2 bipeds, imported biped with a root node parented to the original
I think placing something like this between your HEAD tags will work. Play around with it. I started making my site with IE as a previewer. When I tried Firefox, everything looked like shit. Firefox shows that you have bad code. After I cleaned up with Firefox in mind, everything is fine. <font…
If anyone stumbles on this post and is wondering about renaming properties before instancing, get_geo_property and set_geo_property works it was just user error on my part. For translating all the instances rather than doing it in the viewport you need to put a "translate_points" node between the cache and the…
Tip 02 - PBR materials needs baked shadows and specular maps and here's why. It doesn’t matter if it’s Megascans or what, once imported in game engine you get average looking materials. In Megascans library you’re looking at renders on surfaces with tons of triangles. Every tiny detail is in 3D and it receives shadows plus…
OK I figured out what the export between MAX and CryEngine is for Cameras - I'm gonna make a proper write-up of this at some point but this might be helpful for you already: The CryEngine expects Collada files to not use a unified Matrix and to have FOV values in y-FOV (the height of your screen is important, not the…
Yeah you can get a really cheap and easy gradiant just by masking out the Green channel from a texture cordinate node with a component mask nodel. Howeve you might want a secondry uv channel just for that effect if your sphere is uv'd from the top.
I've been following along with a tutorial I found for scripting a side scrolling game. This isn't the first error I've come across, but I've been able to handle them so far. However, my research isn't helping me fix this error: "...QDGame\Classes\QDGamePawn.uc<21> : Error, Bad or missing expression for token:…
I want to make the intensity of the emissive flicker with a timeline but I am not sure why its giving me an error. Blueprint Runtime Error: "Accessed None trying to read property Matr". Blueprint: ROATE2 Function: Execute Ubergraph ROATE2 Graph: EventGraph Node: Set Scalar Parameter Value
I made some custom nodes for Substance designer that allows the user to control color and grayscale values and gradient angle as well as examples. Its $10 on gumroad (discount code : discount50 for 50% off) : and a small free version (only includes color and grayscale) on Substance share (pending approval)