Closing in on it! It could speed up faster in the beginning just to compensate the power it gets when it bounces up for the first time. Though the problem seem to be that the frame after it hit the ground it's higher that the frame before it hits the ground showing no sign of power decreasing.
I think I found a bug for you. Keys at the end and beginning of the time frame don't seem to want to change. Adding an extra frame to the end and beginning seems to fix it though. Something to look at maybe. COM changes work now though.
Hello everyone, My name is Ramona and I am here in behalf of my Portfolio class from the Academy of Art University. This is the first time coming to this site and I would first like to say it is really nice to see an entire board dedicated to my interest in gaming. On topic, I am a new Game Designer and my focus is in…
Hey Polycounters, I've been looking for someone to share, compete, work with and collab with making and complete unreal games in the range between 1-20 Gigabytes. I have an extensive unreal library and although I'm not looking for any specific Jam or Project I am looking for a specific person. I need someone that has some…
right foot around frame 18; left foot around frame 32/33. yea by cross over I mean the foot that's off the ground moving toward plant. and yea, a very subtle forward/backward motion in the COG or pelvis controller, not sure how that rig is setup.
Maybe I' m not understanding something, but you just use the filename parameter of the save dialog. --Make the pathfName = (sysInfo.currentdir + "/filename.fbx")--Update the path with a save dialogfName = getSaveFileName filename:fName--Export the file, if the user didn't press cancelif fName != undefined do exportFile…
That´s caused by the motionblur from the animation, in the first frame he moves fast. At the moment i´m rendering each frame with double that resolution. Also the gradient from volumelight is now smooth. I decided to finalize it now so i can start with another project soon.
Racing games, fps games, any twitch based or physics based game should be 60 frames. Anything else resolution is priority, I dislike the idea of stacking filters and lowering resolution. And the frame rate needs to be sold. 4 still has a cg like appeal to me.
Does the normal map output actually look wrong or just the frame buffer? Max will generally show something like complete map output in the frame buffer- it doesn't match the maps that are being saved. Also, make sure light tracer is turned on. Edit: Warren beat me to it.
Really cool reel! Here are my quick thoughts - Personally not a fan of the music. I used to listen to rage against the machine back in high school, and it's pretty aggressive music. Apparently some recruiters just mute a reel anyway but some don't, so I would try and pick something more neutral. I had an interview where…