Use this: <font class="small">Code:</font><hr /><pre> </pre><hr /> There's actually a sticky thread about it in the Archive forum here: http://boards.polycount.net/showflat.php?Cat=0&Number=533&an=0&page=0#Post533 edit: D'oh, beaten by fmnoor!
Hi folks! My idea is having a mesh without skin and find the nearest bone and apply it skin from that specific joint. I have two diferents approaches 1st approach: get the xform translation in wordlspace as vector variable for each joint in the scene and compare the results with one mesh, get the more closets values…
http://boards.polycount.net/showflat.php?Cat=0&Number=164157&an=0&page=0#Post164157 Models were never hosted on Polycount, they were linked from Fileplanet - all of the models listed on polycount are still available if you search Fileplanet.
@ Toomas check this link please: http://boards.polycount.net/showflat.php?Cat=0&Number=14193&an=0&page=0#14193 yes a illustation would be very nice... to the boots... well it's a comic character from the "kabuki" comics named scarab...
Hmm... I redid some stuff and individually unwrapping the objects works. I don't know exactly what I did wrong, but it is working now, which is nice. for whoever is interested, here's how it works: /*-------------------------------------------------------------- OPTIO_batch_unwrapper Unwraps selection with semi-default…
that's a big ask - I have no idea how you'd stabilise stuff at distance - it's inherently not right?. Have you tried something along the lines of the difference of gaussians ? not sure it'd be controllable enough, stable over time or performant but it looks pretty good and will probably work pretty well on depth. acerola…
I tried getting rid of the semicolon and now I get even more errors? Help? I'm a bit confused. :( new code:// extend UIAction if this action should be UI Kismet Action instead of a Level Kismet Actionclass CameraMovement extends…
What do the keys look like at the beginning and end of the animation? If they are the "same" take a look at the rotation values. I don't know how Unity does animation loops, but if the rotation values are not the same, it might flip out. (0 and 0, not 360 and 0).
You might want to look at Cholden's sketchbook for some design tips. Here is the link http://boards.polycount.net/showflat.php?Cat=0&Number=283125&an=0&page=0#Post283125 It should give you some ideas on how to make things. Alex