Hey. There is a much easier way for doing this kind of stuff. Try this: https://docs.unrealengine.com/en-US/Engine/Animation/Sequences/Curves/index.html You could expose the bone rotation into a curve in your choise of modeling package, then add a parameter with the same name as the curve in your material, enable "anim…
@OP, your posted metrics are way off by far as opposed too OEM sourced data: https://en.wikipedia.org/wiki/Steam_(software) ...No! ...No! ...in a business sense, not disruptively which is what matters when revenue streams are a primary consideration for developers adopting monetisation strategies. So IMHO Steam is a…
Tap the space bar to "zoom" out of the current camera to the four panes. When you press space bar while the cursor is over another view, you "zoom" into that view. The top/front/side cameras are orthographic so you can work accurately. Also, if you enable the View Cube in the preferences, it can be clicked on to snap your…
Select all the meshes and Delete Non-Deformer History. Also, enable Bake Animation from the FBX export dialog. To avoid the Bind Pose errors, when applying Bind Skin: * the root joint should not be a child of any other node * set the options Use Selected Joints (with your joints selected) * uncheck Remove Unused Influences…
When I use "Automatically create sub-folder at export location" and template file, script fails to copy the template file and uses default spp project. If "Automatically create sub-folder at export location" is unchecked it creates the project from the template. You can test this by creating a template file with IOR…
you risk the triangulation done either as part of the fbx export(if enabled) or by the engine at inport being different from what you see in the viewport - which will screw your normal maps. you'll generally be alright as most systems will go for the "create the shortest edge" option but if you've turned hidden edges…
Started researching and implementing lightmaps in Unity this weekend. I can't wait to get to work to try this out and see what Pro is capable of Scene unlit Scene with lightmaps :D So excited for this feature; it'll really enable us to do some nice lighting and get some awesome shadows Blacksmith texture was also updated a…
I forgot to post but i did find the solution to this. 1, as suggested previously, i had to have the "trianglulate" opetion enabled when exporting the obj. 2, the biggest fix, was to make sure the mesh had all the parts that were exporting attached as one mesh. Without attaching and just selecting multiple meshing and using…
There is a env variable you can enable so that Maya prints out any compile errors to the shell. Maybe that is helpful? (ShaderFX tells you what that env variable is when you first open the UI) But if you want to support all the different viewport modes that Maya has, then you have little choice but to add code for each…
Where exactly are you getting stuck? To do this all you need is: 1. A cube mesh with rounded edges and uvs set up to tile (each face of the cube should be mapped to the 0-1 uv space 2. Apply your textures to the cube's material. To add displacement mapping, enable the height input in the displacement module and flat in the…