Is there a way, using spawn time in cascade, to zero the time node in the materials editor? I want the linear interpolation I've set up for a particle's material to begin when each particle spawns. Edit: Found out that you use the DynamicParameter node for particles in the material editor and cascade, have it set to…
I would get rid of the circle base you have your objects spinning on. It's too basic and has been done way too many times. I would assume developers want to vomit every time they see something like that. Now, if you are going to do it, make the base into something creative. Like if its your tank, sculpt something for the…
Yeah as we've seen with the Polycount Store, just shipping to Australia (as just one example) can be a real pain for people. Better to go prize-less IMHO. There's going to be enough excitement already with a reboot like this. Love that you're stepping up for this!
[ QUOTE ] The fight between Obi-Wan and General Grievous was also very entertaining. [/ QUOTE ] Heh, while entertaining it may have been, one thing it definitely was, was dumb. General Grievous did a cool "spinning hands multi-lightsaber attack" thing, but all he did with it was stalk forward until Obi-Wan was against a…
I hate Substance Painter . Need to paint seamlessly across multiple unique and tillable materials having different from factor . Like a tilable asphalt 2kx2k , a few narrow stripes 64x2k painted lines, and roadside edges both V tilable following the base mesh flow and a local unique cut in a complex crossroad . Plus a…
Back to blueprints... I'm learning AI and in the meanwhile, i thought it would be cool to have a lot of gore and blood when the enemy dies so i made a couple of actors to help this. The enemy has some sockets on the skeleton, where it can spawn the bleeding actor. Then the bleeding actor spawns the blood drops which are…