Have looked through all the possible scenarios on google but none of them seems to be the case of mine. So i was working in rigging my character and apply many sets of IK infinite stretch & squash fuctions on all the needed Ik spline joint sets...i used to have those sets of nodes in my hypershade but suddenly they were…
I've really wanted to move into creating shaders and particle fx for our game, but not really sure where to start.. Our current pipeline doesn't allow much for the artist in regards to create shaders and particle fx (explosions, smoke, etc) and the coders have to take time from their code and bug fixing to try and…
https://youtu.be/FHVj4AKVa3o www.mariExtensionPack.org Version 6 of the industry standard
plugin for Foundry's Texturing Tool MARI is now available. Full Release Overview: https://bit.ly/43xoDIc This new version restores support for
Mari 6, and future-proofs it by adding support for the currently not
yet available Mari 7…
Ged: For answer is good IMO. The series has never had "physics when stomping on things". Its just not it's focus. There IS a physics simulation being run on your AC though. Your handling is affected by the overall weight and balance of the chassis, in addition to your internal components. So you can actually make an AC…
Post: Hello! I’m working on Pokémon Lunacore, a fan-made Pokémon MMO set in a unique region inspired by California. The game features an original story where Team Midnight captures a corrupted Victini, a Dark/Electric-type Pokémon, to experiment on it. The experiment goes wrong, putting Victini into a deep slumber.…
Hi, During my workflow, I have to import some objects, unfortunately the transforms and shape nodes import with the same name. Maya does not like this. I have this script to rename shape nodes and it works ok. for ($i in `ls -sl -dag -shapes -l`){ $parent=`listRelatives -p $i`; rename $i `substitute ((string)$parent[0])…
I must be missing something about how base material nodes work. I've created a base material node and hit 'View in 3D'. I have a heightmap, but it doesn't seem to show up in the 3D view, nor does the output for the base material have the heightmap I've plugged into the input. The roughness slider of the base material also…
3D Character Animator (Senior/Lead) As a 3D Character Animator at Vertexbee, you will spearhead the creation of high-fidelity, realistic character performances for an Unreal Engine 5 project. You’ll be part of a newly formed agile team of industry veterans that will push the boundaries of Unreal Engine to achieve artistic…
For example you need to share same transform or same directional warp for a several nodes ? I use "expose" usually. Did it for years . But it's just monstrously inconvenient way IMO. Because once you expose something it's locked and you have to do many extra clicks to go into parent level , tweak something then go back…
basically anything you connect to a time node that uses the raw time value into an output, (ie not taking the sine of time or some other bound limited function) will start to look like crap very quickly. Due to how the time node's value increases without bound. before you ask, udk's panner and rotator nodes have the…