I did a custom mel script to rig the wheels on my vehicle. Finding the algorithm was easy, the struggle was applying the mathematical formula to mel script and then get it working on all 3 X,Y,Z Axis. I may do a vlog going into detail about the problems the other youtube tutorials gave. But here is a demo of what my rig is…
Hey @Dezzipixels ! thanks for your feedback! I fought a long fight with the size relation of the harps vs huts... But I do like the cradle movement I created between the two. Also yes I agree, I could have increased the atmospheric perspective on the huts. toward the end I started being blind to what was going on, even…
Update Popped in a roof, and started a initial lighting pass. I also put bloom on the windows to fake an outside. I'm hoping to change this later, but due to time restrictions I'll have to leave it as is for now. I also intend to polish the table top, as the wear of paint off the wood isn't how it would work in real life.…
gotta love the unity team for that shit... "check out this amazing demo of what you can do in our engine... but only if you have x, y, and z plugins that cost lots of $$". And even more than that... it's all well and good making a pretty rendering demo. But what they should really focus on, is making some actual games. So…
Concerning the MD2 issue, I think it might be because the MD2 format is (like the MD3 format) in limited space - any verts over a certain X or Y location will get looped back round to the other side, which results in a big mess. Try scaling your model down before exporting - make sure it's not bigger than 256 units in any…
can you have vertex shaders on static meshes in UE3?You could add some sine-controlled sway to geometry with that,increasing it along y-axis.Ben Cloward swayed grass quads like that,but it is essentialy the same thing: Out.position = In.position; if(In.texCoord.y < 0.9) { Out.position.x += sin(Out.position.x * frequency +…
Also remember that the shoulders counter rotate with the pelvis, so that the head remains fairly steady. the Center of gravity will tend to shift over the weight bearing foot, You can do that with just Pelvis ortatins on the (in Maya) on the X, and Y. or (in Max) on the X and the Z. also you don't need to have as much of a…
ya pc game development forced me into wasd, and a non-inverted mouse. I went for years using the num pad. It made sense to me.. all the functionality of wasd, but without the wierd keyboard offset. Inverted Y axis on the mouse because I think flight sims with a joystick were some of my first games. Either way.. Im glad I…
Brilliant so I know it works, Cheers Adam! Im just gonna let this crap speak for its self now, even if every1 is fairly mute il still keep at it, if only for a personal referenace thingy thats online. [ame]http://uk.youtube.com/watch?v=-6cVOXnxsns[/ame] [ame]http://uk.youtube.com/watch?v=souMVQe_f0A[/ame]…
some nice work MoP, but why is it you're always downsizing the images when you do your tag? both on my robot-fish guy and now on the fighter and tentacle-y guy, you've shrunk the picture just slightly... not like it's a big deal, but that means less for the other children to play with! [/i]please won't someone think of the…