i have a simple rig with like 4 bones. for some odd reason when i wire the bone y rotation to the y rotation of the dummy object. They dont reflect the exact rotation.So when i rotate the dummy on y axis, the bones rotate on x axis.
Hi there. I would recommend to work with 1/8 of the mesh. 1. Start with your basic shapes 2. Create seperate mesh that would act as boolean 3. Boolean 4. Rotate the mesh 45 degrees 5. delete 1/8 of the mesh 6. Clean up 7. Rotate back -45 degrees 8. Symmetri and voila. HERE IS THE 1/8th of the mesh cleaned
Hey guys, I have a material that has various animated parts using panners and rotators. The specific problem I am having is with a rotating disc-like element. I want the outer segmented ring to rotate around the inner solid ring: I can't get the correct rotation down. I've tried using specific masks but I cannot get it to…
Exactly.. just to give the particles a litle "twist".. even simpler than playing with the inital rotation velocities etc.. because i always forget all the options for particles ::sweat_smile:
does it happen at a lower octave count when the mesh is less dense? does it happen at not 45 degree rotation? I've seen this sort of artefacting before but the exact cause escapes me for the moment
I was wondering if it was possible to rotate a static mesh in UDK by a user defined amount(like in max). I'm looking to rotate around a central pivot at 30 degree increments, any ideas if this is possible? thanks