good model/textures etc. but i have a problem with the fac there seems to be no targeting device or camera/laser etc. how is this supposed to target people or operated by someone if it cannot see :) other then that great :P
I think it is safe to say that LT was not really designed to be used for re-targeting of animation unless you use Human-IK. Modelling and animation for Indie/Small game devs is what it is currently targeting.
Topic title says it all. Basically, I just want to target weld a couple of corners on a spline, but I don't see a button for it. Is there one that I'm just not aware of, or do I have to manually move the corners to where I want then use weld?
what matters in this case however is packing at non square target layouts- so the packer algorithm has to understand what target proportions it should aim at + not scale down any elements- just movement - retargeting or scaling proportional is done later with upscaling the texture resolution as well. For now just a packer…
Aha ! My specialist subject..... Retargetting can be done in realtime but its difficult and expensive as involves a lot more than just rotating stuff. Basically you need ik and you need target positions for any node that's important eg. feet. its not too bad if skeletons share the same hierarchy but is a minefield if…
Concept #6: And finally for my most recent concept. I went for an idea of a "Moon Lance" falling from the sky and piercing it's target on impact. the build up would show a ray of moonlight falling on it's target, gradually the light will grow smaller until the "Moon Lance" falls on it's target. It would have an area of…
Im trying to make a mechanical joint where root is a pivot joint (only rotate around Y), then the middle and end joints are ball joints (free rotation) ive tried to constrain the first bone using the Hirearchy->IK menu, and that does a good job limiting the rotation to nly the Y axis but it causes the end of my limb to…
It would help everyone to give better critics if you can include the concept art/ reference image you used as target for this asset. Target final tris count/ poly count would help too.
Unreal Tournament 3 makes use of morph targets, and that's coming on five years old ;) It does look like morph targets to me, it doesn't look like bones. I could be wrong though, of course.
That's probably what broke the vertex ordering. If you need to edit morph targets like that you should do it with an edit poly modifier one the master mesh and copy the same modifier onto all the targets.