How are you getting it from Xnormal into Unreal, what mesh format? Unreal needs to use the same bitangents as Xnormal, or the shading won't be the best. Tangents and bitangents are stored in the vertices, but are not always written/read by exporters/importers, nor are they always extracted correctly by shaders. Using the…
Yes, you could even do your wacky titty IK if you wanted. Anything that moves vertices will show up in your animated MD2/MD3 since it's only a vertex morph format. I personally recommend MD3 though, as that is not limited to integer precision like MD2 (makes a huge visual difference)
The cube layout is fine, it's as it should be - 13 texel density, no scaling, fits with more than enough space left. My scene is set to centimeters with Z as vertical axis. Could you test my bed mesh instead? It's already unwrapped properly. Try to use laout UV from unfold 3d plugin with scale mode and pre-scaling disabled…
Here is a pic of my skeleton placement. The chest piece is suppose to be a cloth material that is somewhat heavy but not as stiff as leather. Here is one example of the bad deformation. And thank you for the feedback. I am definitely going to add some more vertices and look at it from a further angle and assigning it some…
Nevermind! My script finally works! Basically, since I could only reference vertex indices of a triangle, I referenced vertices by loops using the vertex indices. It makes a lot of sense now that I think about it. I just had to think it through. The only problem now is that my models are lopsided. But, that should be fixed…
it's under Rigging menu set Constraint -> Point On Poly constraint. Attaches a transform to a poly mesh or nurbs surface, the surface must have UV data I believe. nConstraints are for simulation objects. you do need one of those to attach the vertices of sim fabric mesh to the character. Don't remember exactly which one,…
Most likely it is double deformation caused by having your hose meshes parented to a moving/rotating/scaling transform. Ie. the vertices of the mesh are being transformed twice, once by inheriting its parent's transform, and again via the bones they are skinned to. Are your hose meshes parented to joints in your skeleton…
The belly cloth doesn't seem to be affected by the belt pinching it, especially at the top of the belt. Notice the pattern of long vertical folds on both sides of the belt. The size and form of them also depend on a material. Yours is like silk right now, which i presume isn't what you were going for, because since when…
Really dig the character design and the armored arm blocking like a shield. Fun idea. Only note would be to watch how much circular motion is happening on the armored clavicle, it's making it look a bit swimmy. Also, maybe grip the sword to the wrist is move vertical instead of aligned with the handle, might help with the…
Hm, you just added it in? If it's a part of the skin (I'm assuming that's what it is, and not a shoulder pad :P), then you're gonna need to merge the vertices. Select the verts you want to merge, then Mesh>Merge. You might need to open the channel box and increase the Threshold (1 usually works) if you're merging lots at…