ahahah! Found the issue! When doing this "...click set position and click/drag on the first vert where the point helper was placed, turn off set position" You have to stay within the face its on. So you have to be careful which face is currently selected. Ah! awesomeness! Edit: I actually never created the second sets of…
Schwag is cool. Would you get mad at your parents for getting you presents, when they should have put that money towards your college fund? They are fun gifts, that have a different value than money to bestow on your employees, meant as morale boosters, and to induce pride in your employer and product. Sometimes they can…
ohhh one being that you cant see the post if you arent logged in... and also thumbnails probably arent the best representation? Thanks for the heads up! Re-edited my last post to actually display the image
Open the fbx in max and check channel map info. Delete all the useless vertex channels unless you need them. Couple weeks ago had a guy have to do some modifications to the game set up on a model I made in max. He used blender, just some pivots and parenting. No clue about his fbx export settings. But the file ended up…
hey, I am working on my first ever environment(never used ue4 before this) and started getting these weird patterns on my (letf)wall when I look at the wall from that specific angle. When I hide my decals it disappears, I think it has something to do with the parent material because the pattern I get looks a little bit…
http://vimeo.com/4022128 Dunno if it's been posted around yet. Sorry if it was. Brings back some memories...) And I loved how the hardcore guys doing monsters and all the brutal stuff were playing "Alladin"=) I must have played like a million times I even still remember where some of the secrets are and the level in the…
*possible spoilers* One of the best sequences of any game I've played, is where you're in the library (?), and the corridor gradually changes into the alleyway, and you walk up to the death scene of Wayne's parents. If you'd never known the Batman history, that would have been a brilliant way to learn about it. It gave me…
Thanks for all the kind words everyone! RH2: The 2d animations were done in After Effects. I created the POD (and other animated elements) as pieces to allow me to animate it (with a basic rig consisting of null objects and parented layers). The POD's legs were a bit trickier and I just had to animate bezier curve splines.…
Is the weapon bone exported separately, or would it (for example) be in my pyro_stick.smd? Because I am exporting the mesh pyro_stick, which is parented to the original weapon's armature and also has an armature modifier for weapon_bone. Do I need to modify my weapon's QC file? EDIT: After a bit more reading it looks like…
When you add an object to a model container, the model container should have a root null just to let you see where it is. As for Child Transform Compensation (Child Comp), when it is turned on it allows you to move a parent object around without affecting the position of any child objects. This can be found on the Main…