If your looking to do particles I recommend just messing around, its a fairly easy system to learn and each element of it is documented with a clear indication of what it does. The rest is just down to coming up with an idea of what you want. If your wanting to make FX's that tie to weapons etc.. I recommend replacing…
I propose Rexel Workflow when it comes to setting texel density while unwrapping. This workflow is for static images and is camera-dependent. Rexel is the final rendered pixel. Let’s say we have a scene with a vehicle model: an airplane with detailed objects and a few cameras, some distant for an overall view, but some for…
I'm coming from lots of Unity experience but relatively no shader experience especially with these networks or nodes. Jumping into Unreal 4 and the basic PBL setup (Diffuse, Roughness, Metallic) what can I do to try and push more realism? Also this may be a good opportunity for other people to learn as well? I know there…
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I think you're doing too much work to achieve what you really want. You've hard-coded your joint names into your Mel, which leaves your script very local to your current application. Check out the code below which will toggle visibility on and off of descendant joints for any rig you are working on. // I've heavily…
I know what OSS is and how it works. Like I said, we'd get the source frozen at the last version and could do what we wanted with it. OSS projects die all the time. In fact most get abandoned and just end up an abandoned source forge entry. Blender works for the same reason the other 4 or 5 successful OSS projects work.…