target weld = pick a normal and target normal , and after that the normal is the same as the target normal im going to make a mash with that when im at home
Does max have animation constraints? In that case use the parent constrain to two different targets, and keyframe the weight of those targets to vary between following target A and then B.
biggest thing i dislike: targetting system. single target system is archaic and just silly. i want to be able to target an ally and an enemy at the same time, please!
Welp, things are continuing to get crazier. I realized that the positioning was actually correct when the object was inserted into a scene instead of simply previewed, so I decided to just go with it and move on to animations. But now the animations, which I stored as Actions, are only exporting the very first frame…
Welp, things are continuing to get crazier. I realized that the positioning was actually correct when the object was inserted into a scene instead of simply previewed, so I decided to just go with it and move on to animations. But now the animations, which I stored as Actions, are only exporting the very first frame…
I committed to a simple gameplay shooting system before moving onto all the other stuff. It's not a targeting system. Its a "aim and mark" the target gameplay system. Once the target is marked, one can pull the trigger or not. Player must mark the target in order to shoot. This should be fun enough to get me to the next…
You can add thickness to something you want to dynamesh by using morph targets. Store Morph target, move your mesh down, switch morph target, then generate the diff mesh.
That's another question though, why target it only at men? It's a self-perpetuating problem. We target at men, so only men play it, since only men play it we might as well target at men. But if we want to open it up to a larger audience, we would be wise to target it at everyone.
Hey All, When I go to add a "Create Morph Target" to my face mesh; the face mesh moves to the left on screen when I move the spinner from 0 to 100. The mesh is deforming correctly but it is just moving. What am I missing here to cause the Mesh to move to the left? If I do a "Load Multiple Targets..." the 1st target gets…
Hi, Did anybody manage to adjust the Metahuman mesh exported into Maya (Blend shape creation using the control rig and saved as a blend shape for use with Oculus Lip Sync and Visemes) and succesfully reimport into Unreal Engine? The source asset inside Maya does not match the BluePrint for Unreal, probably because of the…