Hi All, I am using 3Ds Max version 9. I have 2 looping .bip files that I am using to create a new seamless loop with Character Studio's Motion Mixer. I would like to make the transition seamless between the two? I have lots of these to do so I am trying to get a good work flow down. The issue is that the last animation…
I do it same way Haiddasalami mentions. Check out the Pivot section under the transform node(not the shape that is). It retains the original values in the rotation/scale pivots. There are other hacky ways to do it, but this one I find to be the easiest and cleanest. If for some reason you would have 0,0,0 rotate/scale…
Hey guys ! I am trying to get a 3rd person camera which can be able to aim my character up and down, exactly like this : [ame=" https://www.youtube.com/watch?v=U6zgXWho5sY"]UDK Custom 3rd Person Camera - YouTube[/ame] My code allows me to move my character the way I want, but when I look up for example, I want my pawn to…
I have the idea in my head but I'm completely helpless in finding the right words to explain to my designer/manufacturer. Basically, I am looking to create a cut-in fillet with an even gradual angled slope at a concave side/edge. Please refer to my, hopefully clear, hand sketch design below. The snapshot below sort of…
Grand Theft Auto VI Trailer 1 Looking forward to exploring the vibrant intersections of storytelling, technology, and diverse perspectives that redefine the gaming landscape that comes with GTA! I wonder if a new era of advance Ai NPC's will land in this games tenure? https://www.youtube.com/watch?v=QdBZY2fkU-0
It's a displacement. The way I meant it was that if the character was inside the game, you could allow such a performance expensive effect for a cutscene (at LOD 0)
In blender when baking with a multiresolution modifier from this highpoly: The baked normal-map on the low-poly looks like this when using "Bake from multires": These are the UV seams: I thought it had to do with UV seams first, but it's unable to bake round edges anywhere at all, anywhere on the model. I noticed that…
I tried changing it according to the Unity documentation, which states, 'Use the Alpha channel of the Specular or Metallic map (depending on which of these two modes you are using) as the Smoothness value.' However, I didn't know that the Glossiness value carries the same information as Roughness and expresses the…