Here is a gif showing the issue. As you can see all the history and transformations have been deleted and zeroed. Maybe it is an issue with my build of Maya, i will try it on a clean one tomorrow.
Ah man I miss the old CW days with the whole Transformer Quake 2 mod. Not to mention the daily visits of Q2PMP to see what new models were released. -Carnitron CW
Customize > Preferences > Gizmos tab > Transform Gizmos > Size I think there's also some hotkeys by default, but I changed them to + & - on the numpad. I end up changing the size once in awhie.
I hear that. I also didn't like that I had to talk to Midna to transform into a wolf every time too. A single button press would have been better, with a faster animation.
I always model lod02 first and bake normal map for it . Then I do projected vertex normals so lod01 works same way dx11 automatic tessellation and displacement does. Any extra vertex in lod01 gets its vertex normal interpolated and only visual position of vertex is changing, not shading. That way it still perfectly matches…
Hello!, I'm working on a project for Uni to create the Interior of a Room, which will end up in Unreal.I am replicating the town of Bellhart from Hollow Knight Silksong, which is a 2D / 2.5D game. I'm going to adapt it's stylised illustrated elements into semi-stylised real-time Assets. I'm currently modelling some of the…
If you're using mecanim you might need to set the root transform rotation options for the animation. Try turning on bake into pose and set the offset so that the average angular y speed is 0.
You'll need to have a script on the bullet that moves itself towards the player each frame. So don't pass it the position of the player, pass it the player transform. Then it can always know where the player is.
Thanks Looprix, he is supposed to be a druid, the big hands will be part of his ability to transform parts of his body to animals and attack, he s the same character with the 1st on my last post.