There's a couple of things you could do. I wouldn't run an IK constraint on something that simple in realtime. I would use anim poses and blend between. Rig it in maya(however you like) and export 2-3 single frame anims, an extreme up, a neutral and an extreme down. In unity you can create a new blend tree with mecanim and…
Okay, awesome! Btw it would be great if this was setup rather smoothly so that the user only have to think about loading the UV map during the base creation, and later easily could cycle between different UV modes. Something like this: White UVs - 1x UV Layer with blend mode @ screen Black UVs - 2x UV Layers with blend…
So here is a quick WIP shot of the gravel. This turned out to be a pretty difficult problem to solve and doesn't have a perfect solution for it. Blending has been a major pain and required a lot of noodling but I'm getting close to something that would be acceptable given the actual size the texture would be scaled to in a…
[ QUOTE ] REALTIME ANIMATION! I've love to see a major improvement smoothness and transition in character animation. I am quite annoyed at current-gen 3d characters popping and snapping in realtime gameplay. Basicly i want realtime gameplay to look like cutscene animation with all the subtle details we call realistic. I'd…
There are ways to do DepthBiasAlpha in max its just not called DepthBiasAlpha. Anyway... It would be good to know what software and the goal of the project, is this for rendering, a realtime engine or maybe just a realtime viewport grab? Since there are half a dozen ways to get the same things done in all the different…
Since Maya 2015 you could transfer blend shapes across different topologies https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/Blend-Shape-deformer-Blending-objects-with-different-topologies-htm.html If for some reason that doesn't work you could always assign a wrap…
How did you merge all those rock models with the terrain and blend them so seamlessly?! It looks absolutely stellar! [EDIT] OH I SEE IT NOW! The terrain uses the rock texture from the model, you use the texture blending around the area where you want to place the rock model, and then you stick it on. No blending needed,…
i did this long ago, here are few things u can do fast and easy is to create a blend shape for the eyelashes that match the movement of the eye lids and then do a set driven key to drive the eyelashes blend shape by the eye lids blend shape. second skin eyelashes to joints, and vertex constrain the joints to the vertices…
Hey there, currently trying to wrap my head around vertex painting in UDK. Is it possible to display the results of vertexcolor blending in the viewport? I've managed to view the results of blending two textures by vertexcolors in the render, but I can't seem to preview them in the viewport. I'm either getting the…
For tagging systems I tend to use XYplorer https://www.xyplorer.com/ and Eagle.cool which can show Blend files, Affinity photo/designer/Publisher and many others like for example C4D. https://en.eagle.cool/ Examle of the Eagle.cool UI, The fix for showing thumbnails for Blend files again is detailed here:…