Due to time constraints and lack of knowledge ( a personal issue has popped up). I hereby forfeit. if there's any way or some sort of registration for me to forfeit please inform me asap, as I am new to this, XD.
Thanks eric. i could find some useful guides. I have added a bone to the bag, added a link constraint to the hips. animated the bones and here is what i get now. any suggestion to make it better ?
Makkon> I am not familiar with speedtree. But if you want polygonal objects to face the camera you can use Aim constraint to get that effect. If your doing it with particles and the render type "Sprite" then they should be camera facing by default.
Oh yea, forgot to post my constraints I was given a max of 10,000 tris and 1.2MB of texture. The MTV enviornment went a smidge over though, in both aspects. I believe it was around 11k tris and 1.4MB of texture.
Thanks a bunch for all the replies. The doc ColinR posted explains it, but the custom nature of the effect and time constraints means we probably won't get it in. Too bad, but getting to peek behind the curtain and see how they achieved it is cool.
Hi, try to make it faster - I have never used Maya but I believe there should be an option there to scale keys to make some pieces faster. Also you should really learn link constraints - it will help you to resolve sceleton raising issues and increase your animation speed
Thanks for the help! When I bake the simulation the bake works but when I delete the rig or the ik's it screws everything up. I think I must have done something wrong with the rig itself, using the controllers to animate and have the constraints linked to the ik's. Here is the hierarchy of the rig.
Star Wars: The Force Awakens Immersive 360 Experience Spot the floating artifacts at 29, glad to see they are under as much time constraints as everyone else. (forgive the double post from the VR thread but just wanted to make sure you see this) :) https://www.facebook.com/StarWars/videos/1030579940326940/
Not a solution, but a workaround. Export your micromesh back to Maya. Select only border edges using selection constraints then do a merge verts. Mess with the tolerance until it gets all the verts you need. I've hit this kind of problem myself before. I'm interested to see if there's a proper solution.
On UV issue - well that's curious and something you'd want to resolve. I recommend checking the asset in engine (assuming it's a game asset), alternatively could import into a fresh file. Regarding supporting loops/ bevels: I think once the mesh shades nicely, adding more support loops will do little and mainly increase…