I noticed this too. The thing is, even the skeletal meshes from Epic (Cathode and the Iron Guard) are still scaled to 96 units. So there's no way to actually know what the new player height is, because when you play there's no model to view even if you switch to debug mode. I'm not sure if this is documented somewhere?
I don't think its possible to export animations to unreal without a skeletal mesh. Right now, unreal does not support vertex animation data from FBX files. There is support for morph target though. Have a look at this thread. https://forums.unrealengine.com/development-discussion/content-creation/491-vertex-animated-fbx
yea that red glow is just a graphics card thing. do you have a subdermal map for the SSS or are you just using colors? i was messing with SSS in udk the other day and realized that it makes a huge difference of shading on the model depending on whether your mesh is a static or skeletal. just something to keep an eye on
This is looking really nice, I love the initial lighting set-up you have with the blockout scene :) If you are having trouble scaling things, try plonking a few Ironguard Skeletal Meshes at key points throughout the scene to better judge sizes against humans. I can't wait to see more. *Subscribed*
Yes, probably the modifier stack is a great feature, but i think it is too early to talk about it now. I think i should at least fix all known bugs and make evevything to run perfectly. Then add support for skeletal animation, more file formats, ability to work with quads/polygons/edges and so on.
hi guys, Need some help. i have a problem with my skeletal mesh door, when i use the weapon to fire, it gives me some kind of ugly lighting and shadows, i dont know if it supposed to do this. Check attach. Thanks EDIT: I forgot to convert my light to dominant light.
Try and focus on one type of anatomy before the other. Right now your head is purely skeletal work, yet your body has alot of meat on it, it will throw you off as Shrike mentioned, since you now have a really meaty cleavage on your character, on which he could literally bounce a cup.
Animated meshes are never batched because their vertexes are moving in the world. So you don't get any advantage from atlasing them together. If the bullet is part of the same mesh then there might be an advantage. But often bullets are a part of a particle system or animated using physics. So they can't be grouped into…
The only thing I'm looking forward to is the new Kinect, and that alone. The improvements they made to depth sensing and the skeletal rig were pretty cool and could make for some sweet modding bits for better mo-cap and such. They probably won't sell it separate, though. EDIT: Speak of the devil and he shall appear. I…
I forgot that I saved some pictures of skeletal studies from my Life Drawing class, so here's some of those my roommate has a camera and hopefully he'll let me take some pictures of more of my work once he gets back from break. Once again these are recent and any critique is greatly appreciated! thanks =]