@pior ML models are literally filters so I disagree - facts are not disingenuous. A neural net is a tree of binary choices. The complex behavior we see is achieved by brute force : ie. there's a shit load of choices and a shit load of tweakable parameters that drive the choices (that's what the prompt affects). My point is…
Hard to answer as you haven't told us the engine you're using. In general, If you aren't explicitly instancing your objects then they consume a new draw call for each duplicate anyway. If you were instancing, then you wouldn't be able to define vertex colours per-instance (not easily, i'm sure you could do some…
Haha , I should make a "soft body" simulation for that maybe! :smile: I'm going to have to level up my maths skills also, have been spoiled using Construct2 and it's easy, built in transformations - quaternions and such to get access to rotation in one axis is causing me grief. :) N.B. Just found I never posted this…
Hi failhappy, See my image attached, its not one hundred percent though you see how i blend the original sandstone texture with a transform 2D. My original file got corrupted so i couldnt post. Maybe someone can understand better how the order of nodes should be because i definatly have no idea, lol. Check this link out…
The project I am working on is a turned based strategy game called Wills and Wonders. Here is some animated sprites from my game, let me know what you guys think. The Troll, Cyclops, and Giant, facing the right direction; basic attack and using the smash ability. The Warg transforming into the Hellhound and howling, then…
Im sure you can salvage it just fine! As odium above me said, you need to focus on making the edges nice and smooth, they are to tight right now. Spend some time re rotating things and freeze transforms (not sure what program your in) so that the base orientation of everything at 0,0,0 lines up good. That way you wont…
reset doesnt work for me, i have six frames like that and i want to scale them at the same time. But custom pivot doesnt work like that, every frame scaled through manipulator when i tried it. i checked overlapping polygons and i checked if my frame was not flat. But i played with object pivot a lot while placing object to…
Sorry, I thought you understood that based on your first picture. Whenever the pivot (manipulator) is located, so if you're doing an object-level transform when the pivot is centered, you will get no translation. So if I were to duplicate the second cube and invert the X scale, it would appear on the left. This is what I…
Ah so! When importing and playing the animation sets with MESA in maya. The only models that work are the original GCFScape-extraction .smd's, when I use valve's own decompiled models that they have available, I get corrupt transformations/rotations when I import the anim-sequence. So as a continuation: What would be the…
Morphs are less expensive for the CPU and GPU since there are less bones to transform. Also, if your characters will have very different facial proportions morphs will be easier to setup. Bones give you more freedom during animation since you aren’t limited to the few targets. You don’t have to pick one either. Maybe the…