ate in and out when I lived in la, it was ok.. Whataburger here in Texas is just as meh... Smash burger it better Smash Burger BUT, best burgers in Texas are from Twisted Root Burger Co. Twisted Root
We're exporting to Unreal Engine 4 but whenever we import the root becomes Rig. The root is supposed to be HandsRoot. We need someone with experience in UE4 to be able to help show us the proper settings needed to correctly export our animations into Unreal Engine 4.
I'm sorry for asking again cryrid but I can't seem to find the root null of an object. Is there a display toggle to view the root null object? However I have found the Child Transformation Compensation menu. Attachment not found.
You want to enable root node animation and turn on looping - you'll need an animation controller for this. https://docs.unity3d.com/Manual/RootMotion.html Or you can just re-export your model with the root of the model parented to something that doesn't move.
As far as I remember this heappen when you extracted root BGSwitcher folders from archive directly to Scripts folder. It was my fault to call both root and inner folder with the same name "BGSwitcher":( By igor_grinchesku at 2011-05-19
what I would suggest doing, is exporting an obj of the pattern for the roots out of UDK, and importing that and your bricks into your sculpting program, and sculpt in the damage based on where the roots are, otherwise, it will look pretty flat and not as good as it could look.
Off to a very interesting start! Underground with pits off to the side with roots. Just be careful on fleshing out your theme if you're going to be using such noisy texture reference like those spider-web like roots if it's in "playable area".
Hey @Madwish, thanks!! And thanks for the crit, as usual. :) I've made a few changes to the diorama since my last post. Some things I had already added by the time I read your crit, such as the pink flowers, but I took what you said into account too. With regards to the dragon/whatever it is pose, I agree with you. However…
No; you're assuming any difference must be objectively better or worse, or that these differences can be simplified and quantified in a way that can give you a meaningfully leading software/axe. With axes— first of all they don't tend to have buttons but— with axes, usually the difference are not nearly so black and white.…
I can't seem to parent the root of a CAT rig to another object in Max. The standard 'select and link' process doesn't work, neither does assigning a link constraint controller to the selected root. Surely there must be a way to do this? I need to parent a character to a vehicle. Any help would be greatly appreciated. :)