@Mechadus: To update your static meshes just reimport the ase files into your package. As long as they've got the same name they will replace what you've already got in there. Since meshes in the level are just referencing the meshes from the package they get updated automatically. Just make sure you don't change the…
this seems like a silly method to get a field though, as the density of grass will be far greater at the pivot point, than it is at the far side. You can see this pretty clearly even in the example image. Doing grass, tiled on a long plane is somewhat standard, but I would be more likely to make a small cluster of those…
the 2408wfp is what i have and i do like it. it is quite bright and the default color settings are too intense for graphics work imo but other than that ... picture is good allround and it has loads of connectivity and the pivot function. not sure how other screens are in this regard. it is not one of the fast and shite TN…
Yeah, you need at least another row of edges around the leg at the top. Also it looks like your pivot point for the upper leg bone is too low... see if you can find some anatomical drawings or images where the skeleton is shown overlaid onto the human body shape, and try to match your rig's bones to the places that real…
looking for any/all learning resources for unreal's WPO and vertex displacement system. Including HLSL / custom usage to do things you normally cannot. Isolate a single vertex? Calculate distance to the nearest vertex? Isolate all verticis that are in X range from each other? I'm aware some of these are near impossible…
I've always avoided trying to animate a character that lands, pivots or climbs using the knees. But I now need to know how you guys do it. So for instance lets say we have a character death, he lands onto his knees then onto his front. Using IK or FK what would you guys do? I've just grabbed an image from google to…
How do you solve this issue in 3ds Max? You are modeling an environment prop, and because of the environment placement, it's at an angle. As you you modeling it causes issues because the local axis isn't correct. After you bake the normal you realize there is a seam in the middle because the axis issue causes the symmetry…