You just need to edit your weights. The default falloff is I think 1/distance cubed or somesuch so you'll get a smooth falloff like you see there. Select the object then go to Skeleton->Edit smooth skin-> paint skin weights. Set the rows to be weighted 100% to the vert they're in line with.
This is a pretty helpful reference (NSFW) http://fineart.sk/sites/default/files/imagecache/node-gallery-display/photos/005/005_2.jpg Note the length of arms and legs, shape and structure of hips, groin and legs. You're not too far off at this point, but there's still a bunch of tweaking to get her looking anatomically…
Thats what i dont understand, there are no lights in the scene, made sure of that. As for XN, i got an error about ' Invalid function parameter 'msh' The mesh default has vertex UV indices but the count is not the same than the position vertex indices. please ensuren the mesh-> UVIndices.size() is ZERO or the same than the…
You will get a triangulated result, if you have n-gons - to my knowledge. We use the "send to maya" feature quite a lot at work. If the mesh is quads, it works. If there is an n-gon, it will triangulate the entire mesh. We use an internally developed version of the "send to" feature, so im not sure if this applies to the…
As Wesley said, 'sliderTime' will return what frame the slider is on. And assigning it a number sets what frame its on. Just remember that you can only set the sliderTime to something in the animation range, it defaults to 0-100. So if you try to set the sliderTime to 110 it will actually be 100. That's caused me some…
Hey everyone, The Demo 3 has been updated ! * You can now control the volume of the music. * You can now compare the Dota 2 shaders and the default Unity shaders and see the differences between them. To see the changes it's this way : Game Shaders Volume 1 - Dota 2 [Released] Thank you !
The pillar looks great in high-poly, but looks really compressed in that test render - like it's sagging under all the weight it's holding. Maybe I'm just being thrown off by the lines on the default checkerboard. Although, it looks like you're missing a piece around the narrowest part of the column, which could also be…
slight derail (sorry) but afaik you cant re-map xXx+right click either.....I have a custom quad menu that I would like to just be right click but no joy....if anyone knows a way that doesn't involve overwriting the functions in the default right click menu then I am all ears.
Create a 2nd UV channel in Max and bake out your AO map. In UDK create a Tex Coord node and set the UV channel to 1 (as opposed to the default of '0' I think.) Plug the Tex Coord into your AO map param node. Multiply your AO Param by the final diffuse input.
is there a way to get the default silo options onscreen in the beta? edit nm I read its temporarily removed. im getting something wonky going on with symmetry tho, this mesh mirrors fine in zbrush: I think its something to do with the polys of the base mesh nearest the mirror plane not recieving mirrored displacement