https://youtu.be/JAbi9juuTY4 So, Now we have our character playing the correct animation depending on character rotation and camera rotation. Ended up reading cam-rotation ranges and storing them in int variables, same for the character. Then I just played my anim montage and depending on the relations between cam-rotation…
Hi Robat I was at that game jam as well, we were the team working across the desks from you , working on the tofu game. Your sculpts are looking nice most definatly the head entry, for the cloth on the thief it might help to identify the type of fold to get cleaner forms, is it bunching? layering? or doing a zig zaggy…
Istonia, there seems to be something screwy going on with rotation in the viewport. I was under the impression that it should work like this if 'interest point tumbling' is on: * rotate around contact point of object surface under mouse * if rotating outside mesh use current selection (including subobject selection) * if…
Use the selection masks to access "local rotation axis" (Rightclick on the one in component mode that looks like a "?", just click and hold and you should find it) Then you can select and rotate them manually. Orient joints only works on joints with zero rotations, so if you've rotated anything it won't work. Could also be…
Looks like a rotation axis order issue? If you look at your screenshots, the rotate values at the bottom have Y at -90 and Z at 0 in the "zero pose", then you have Y at 0 and Z at -25. That means somehow to reach that position your Y axis has gone through +90 degree rotation. It doesn't look like it visually, so I'd guess…
Only if you're clicking below and imagined axis that quarters the viewport. If you're exactly on that axis you'd be doing a perfect rotation. Of course, you never are, so you're always correcting by moving the mouse close to that line, but it is close enough that you can rotate around the model endlessly by dragging left…
I've got a weird joint on a robot to rig, a lookat constraint would be perfect but I only want it to rotate on one axis, is this possible? I've been trying for ages to no avail :/ . I've also tried playing with wire paramaters but it seems that if you wire to an ik'd bone, it doesnt register the objects rotation. any…
Animated textures: IIRC a (Constant * Time) -> Sine -> Time input of a Rotator -> Texture Sample. The Constant controls the speed at which the texture will move, and the Sine makes it go back and forth rather than in a complete circle. The texture will rotate around it's center and should be painted to have branches or…
hmm, when replicating/duplicating i always think about repetition observation, so does it look repeated or just copy/pasta, if it does i'd try anything and everything to break that up at the moment i can see this piece's repetition. The "shingles" could've been made with a few or more objects that are similar but could…
That sounds more like a gimbal issue with the upper arm itself. Certainly an issue I've run into with joints built in the traditional T-pose. In Max at least, leaving the standard rotation order of XYZ leads to gimbal lock by simply rotating the arms down. But switching the order to XZY at least avoids gimbal lock in that…