I made a lightsaber! It was mostly box modelling and some sub div with a bunch of booleans and the low poly is 5,112 tris - not a particularly complicated mesh but not exactly optimised properly either. I spent some time going through the lightsabers in the Jedi art books and also in Jedi: Survivor just to see if I could…
"Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes." That's not exactly true. In QIIIA the elements with smooth deformations (torso and legs) are not skinned meshes (as in, driven by a skeleton) ; they are purely vertex animations. They can of course be authored as skinned skeletal…
[ QUOTE ] Oxy: Ignore the Bip_ prefixed bone nodes. they aren't used by the models in game, just the b_ skeleton set is the bind skel. I believe the BIP_ nodes are a control structure for the b_ bind skeleton. [/ QUOTE ] Ok, got it open now. Here is the problem. There are no gun attachments on the b_skeleton. Just the Bip…
You'll be skinning(or skin wrapping) the clothing items to the same skeleton as the character. Then you import the character[to engine] and choose the skeletal mesh on import. Then for every item that you import to engine you can choose the same skeleton as the character's.
Full Court Tennis (FCT) is building a pro-level biomechanical analysis engine. We are seeking a high-level Technical Artist/Engineer to build the bridge between raw iOS skeletal data and high-fidelity MetaHuman avatars in Unreal Engine 5. Budget : 50-100hr depending on experience The Role: This is not a generalist role. We…
Been unfocused, small update. Gonna go work through the numbers. Realised the skeleton was off quite a bit on quite a few areas and will have to adjust that.
The legs need some defining. Your knees and calves are too thin. Get skeletal reference as well. Muscles don't just sit on top of each other, they originate somewhere on the skeleton and insert somewhere on the skeleton. Also look for the bone landmarks on the body where there the muscles attach themselves such as the…
"Can cosmetics have skeletal meshes or are only static meshes currently allowed. If so how would one implement the skeletal mesh properly into the game for testing?" You would skin this by "skin wrapping" your item to our characters mesh/skeleton, converting it to a skin and then importing the item as a skeletal mesh.…