Not only the orientation matters but the rotation order matters. Whatever your main rotation axis is for that joint you will want that to be last in your rotation order, to hopefully avoid problems with gimbal. If you use a quaternion based system you'll never have to worry about gimbal but since you're using Maya and…
Also, when you have your rotation manipulator in the center of the screen and drag an axis and hold the mouse and move it to the edges of your screen, it will count as smaller margins so you just keep it at the edge and move tiny bits. Instead of actually scaling the manipulators which only get in the way:P
i like the new paint over :) Some crazy ideas: > To show age in this scene, have more broken items. >> Like have the stair broken / barley holding itself together. >>Broken pipes ! >Repeat the Mega turbo gene, like dup it. and place it further down in the scene in the y axis ... >The the pillars/support beams, just use a…
TDRRS 2-Axle Hopper: Professional Found in mainland Europe this two axle hopper transports minerals from around the continents. Most commonly track ballast, you can see the two chutes on either side of the wagon which would drop the ballast on either side of the track. It was quiet a fun project! ArtStation Cheers, Mike
convert your dominantDirectionalLight a dominantDirectionLightMoveable and hook it up to the "Target" of the Set Actor Location node. Uncheck "set location" in the Set Actor Location node properties. Crude, but tested and works. When the level loads it'll add a value of 100 to a float variable. That variable is then fed…
Honest question, Moose. What do you love doing? Or more simply, what do you find yourself consistently doing week to week when you're not doing school work? As Marcus Mumford has sung, "In these bodies we will live / In these bodies we will die / Where you invest your love / You invest your life." These aren't pithy poems,…
Okay so I put something together in kismet,, and man what a mess ! Walking left and right functions correctly, however running towards or away from the screen is screwed because distance nod is for all directions. I'll Need to filter out the Y Axis. maybe jumping works correctly, but since its relative to the player pawn…
First off, Thanks and Ill do some fresh renders a little alter. I didnt do much with the above. Just a few different shaders and did a BPR. I plan on doing some high quality renders in max once i learn the ins and outs of Vray. To start from the top going down; I started modeling out of boredom and curiosity in 3ds max.…
Crossposting from the Unity Sutup Thread, maybe we can add this to the original post once solved? also: monster's solution to the FBX scale import problem: and the last thing: the axis problem: did anyone ever get rid of it?
Looking real real nice! Great atmospheric effects as well. You gotta remove all UE4 UI elements out of your screens though!! That silly XYZ axis on the bottom left shouldn't be there. Or the object pivot in the first photo. Gets in the way of the nice screens.