select your model select the vers you want to "push" go in modify->transformation tools->move normal tool move along the normal (yellow manipulator), that should make it you can also move along u and v
it would mean that a 10,000 face model would have 30,000 verts in game where an "efficient" model could be a low as 5000, so that's "in theory" 1/6th the time to transform in the gpu (though 6 times very little is still very little) it would be considered bad practice.
Hi, Im trying to achieve the same thing but the engine ignores setting the waterbody actors mobility to movable. In the actors settings the option to make it movable is there below the transform options and the button "movable" is chosen but ignored at runtime. Have you had any progress on this @Cg_Creator ?
... is the shit. Haven't used this thing in a long time, suddenly using it again for a project and it totally rocks. Anyone else use this? Basically you assign the Motion Capture controller to some object's transform, bind it to your mouse or joystick or midi input, then puppet the thing "live". Pretty cool.
this is what you get if you turn on echo all commands in the script editor. { string $objs[] = `ls -sl -type transform -type geometryShape`;if (size($objs) > 0) { xform -cp; } manipPivot -rp -ro; }; manipMoveValues Move; toolPropertyShow; dR_updateToolSettings;
Its been a while since I've worked with UDK. I'm assuming the transforms are already frozen after moving a mesh to where you would want it? Have you tried making it the child of a null or other object, and exporting the entire hierarchy?
Paul Neale has some great info about rotations in Max. Transforms and Euler Rotations Quaternion Rotations Animating Rotations, Problems and Solutions Mike Brown also has a good one. What is Gimbal Lock and why does it occur?
That poor thins. He is adorable! In a game, how would you go about to create an animation for that? Or would you only do it in cut-scenes when sneeze transforms? Would be interesting to hear how you would go about to solving that.
This isn;t a channel flipping issue- Your shading is rotated. Its probably a y/z up difference. You should be able to fix this by rotating your low 90 degrees, freezing transforms, and then sending that out for tangent space conversion.
I did a low res bake and it came out fine. You'll need to reset the transforms on the model before baking. One thing is that on the crossbars, you have faces on the inside that don't have UVs, which can be bad, delete them.