@halldor - "it's imposable to make the reference fit 100% in unreal engine 4 but its fine in Maya" My suggestion is to drop a camera or cine camera into the scene in UE4, pilot it (Shift + Ctrl + P) and then change the Field of View a bit so it matches Maya. With the default view in UE4 you're at 90 FOV. Hope this helps!
My opinion: I don't think optimizing on Skinned models is good.... When I worked with my ANIM coworkers, re-skinning is default. In addition to that, I optimized manually. I can manage stretching UV, keep UV boder as well. I don't use any softwares for that, but decimation in Zbrush for retopology.
@Noors You are correct, but you probably noticed that switching the command panel kicks you out of sub-object mode and the other way kicks out out of Affect Pivot Only mode. But... If you are in subObject mode, tap Insert (default hotkey for Affect Pivot Only Mode), then you can align as expected.
Ysalex - ohh, I see. hmm.. I wonder if I should try that, my mesh is just around 80k but with normal map, I'd assume it takes longer to render though. I think my head render took around 10 mins to render with the hair, and the default rendering settings. Thanks a bunch.
some star trek and some sculpting and here is the results... - a new design for the wings for the watcher set. Keeping the feeling from the default wings and not so over the top like the first watcher wings. - testing some stuffs for the keeper of light horsie. - and some design for the grave king set, some leather gloves…
You just need to edit your weights. The default falloff is I think 1/distance cubed or somesuch so you'll get a smooth falloff like you see there. Select the object then go to Skeleton->Edit smooth skin-> paint skin weights. Set the rows to be weighted 100% to the vert they're in line with.
This is a pretty helpful reference (NSFW) http://fineart.sk/sites/default/files/imagecache/node-gallery-display/photos/005/005_2.jpg Note the length of arms and legs, shape and structure of hips, groin and legs. You're not too far off at this point, but there's still a bunch of tweaking to get her looking anatomically…
Thats what i dont understand, there are no lights in the scene, made sure of that. As for XN, i got an error about ' Invalid function parameter 'msh' The mesh default has vertex UV indices but the count is not the same than the position vertex indices. please ensuren the mesh-> UVIndices.size() is ZERO or the same than the…
You will get a triangulated result, if you have n-gons - to my knowledge. We use the "send to maya" feature quite a lot at work. If the mesh is quads, it works. If there is an n-gon, it will triangulate the entire mesh. We use an internally developed version of the "send to" feature, so im not sure if this applies to the…
As Wesley said, 'sliderTime' will return what frame the slider is on. And assigning it a number sets what frame its on. Just remember that you can only set the sliderTime to something in the animation range, it defaults to 0-100. So if you try to set the sliderTime to 110 it will actually be 100. That's caused me some…