What are you using this bone for? Are you using footsteps to animate your walk cycle? If that's the case, it might be a bit complicated to get the root bone to follow along with the biped. You could try linking the Bip01 to it the new root bone, and then wiring the bone's XYZ transform into the Bip01, thus making a…
Shader 1: Currently there's a limitation with using the vertex color node with a transform node, you basically won't get any vertex colors. Shader 2: An actual cubemap lookup needs three components (X,Y and Z), your mask is only passing the red and green channel. In the case above you can either plug a normal 2d texture…
Try this instead: Plug the "snow direction" into the transform node. Set it from world to tangent. Then plug that result into the dot product along with the DIffuse1_Normal. Do not transform the normal. Make sure you work in one coordinate space only. Since the vast majority of things you do texture wise are in tangent…
This is a super annoying problem. Other ways you can get around it is by freezing transforms, which also sucks. Changing to DirectX or OpenGL may help, or trying a newer or older video card driver. I mostly get this on large scenes where I have large transform values, what I usually do is a small box select around a vertex…
I'm guessing I'm just being stupid since most of the tutorials I watched are core HSLS video. HSLS in 3DS Max by Ben Cloward (CG Academy) and ShaderCGFX for Maya (eat3D) go through such basics and almost always end up NOT translating well for UDK. I was going to make a Strauss lighting model alongside Oren Nayar, but the…
No, Plant worked on a different one, and to my knowledge it was going to be LGD's official courier, but politics or whatever got in the way. Sadly I might as well share the idea of what was planned with our butterfly. We were going to create two unique couriers for the radiant and dire, the radiant would feature the…
16 bit integer.tiff is correct btw so it's not the file type. Move the plane down (from zero) using the transform tool to the lowest point on your terrain and take a note of the value. Move the plane up (from zero) using the transform tool to the highest point on your terrain and add both the low & high values, this will…
I just meant this basic problem: it's all good though, my wife told me a better way to do it: - just use Match Transform on the buffer Group node above the control curve - you do this on the group, not the control, because it will copy non-zero rotations into it and you want your control to be zero-able (not sure I…
I recently updated the LUTs after some feedback from some super smart ACES people :) https://www.artstation.com/artwork/mrqd8 Both LUTs now have a pre-transform and expect the Log tonemapper to be used in Painter. They will look much brighter if it's not enabled, but this prevents highlights from clipping so you get the…
If you're able to transform a rig character globally, then it has some sort of "root"/parent. The root joint setup in the image you posted seems good to me. That's where I'd expect the global transform pivot to be. I do agree, the ik setup visual graphics in engine looks quite odd when seen for the first time (especially…