* Curve filtering * Key reduction * Key baking * Animation Layers * Skin binding options like Geo desic voxel skinning * Inserting joints into a skinned hierarchy * Rigging automation (HIK, CAT, Biped) * Full Body IK * Working with Morphs / Blendshapes * Working with poses and "actors" * Animating UVs, materials and…
Use either "shaded" mode instead of "Realistic" or turn on progressive refinement. The grainy transparency is a result of "Realistic" mode being essentially a progressive renderer, which refines the output over time/render passes. For editing and modelling it's best to work in "Shaded" mode, for lighting it's best to use…
Thanks @sprunghunt After more testing things out I've learned a few things - some of it probably just caveats of unreal. So unreal is by default creating a physics asset for skeletal mesh characters. You might not always need it, however in my case I use it both for ragdoll physics plus I also use it for body part hit…
Hi all and Eric I finally managed to fix the problem. I was handling it the wrong way so I decided to start in the safe mode with quixel suite working and then added the network . At that point, the suite was still working then I switched to diagnostic mode and ... BAAM it stopped working (e.g the quixel bar hangs when u…
Okay sorry for being a bit cagey about describing this. I've been able to narrow it down to simple export from Max, i'm using this inside of daz so i use a variety of programs but dont let that throw you off. 1 shows materials inside of max all multi-surface. 2 shows the materials inside of uv mapper. 3 shows my export…
Thank you so much for taking the time to give such detailed feedback! :) I really appreciate it, it’s given me a lot of insight and clear direction for how I can push this scene further. I know feedback like this is one of the best ways to grow, and I really appreciate being able to learn from others with more experience.…
Hi, me and my brother have been working on a WW2 RTS game inspired by the old Close Combat series for the last 9 months. We have the game in a solid state right now, with most of the coding done. We still have a lot of work to do, but most of it is just putting things together. We already have a 3d artist that has made…
Note: I need to take some screen shots, but I'm worn out. I'm just going to throw the question out in case it is something dumb, recognizable, and can be easily fixed. Whenever I turn on Direct X11 in UDK I get odd lighting on my players weapon. If I am in a pitch black room I can still see light being cast on it (not the…
Hey all! So my version of max is acting really wonky all of a sudden. I'll be working on a model (regular poly editing) and I'll select a face, do something like extrude the face out using the "settings" button and then I'll try to deselect the face or select another face and max simply refuses to let me. I can turn…
I am looking into writing exporter for Maya 2013 with Mel. My goal here is to be able to export static model and animated model. I am more interested in exporting animated model which would have same abilities as md5 animated models, since there isn't md5 exporter for Maya 2013, and 3ds Max exporter is incredibly slow and…