thanks farfarer, do you think it's something that could be scriptable? Create a "Group #x" X and Y coordinates for the bounding box of the group itself, then take subtract the difference of each inner islands real x,y or is that crazy? Gonna look up some example scripts now...
Hi! I’m Bianca, a 3D artist and designer with experience in game development and product design, currently looking for new opportunities (freelance or full-time). I specialize in 3D modeling and texturing using Blender, ZBrush, and Substance Painter, and I also have experience with Unity. I’ve worked on game assets…
Have you done any scripting before? That might be a bit too difficult for a first script. But basically just store the X/Y of each vertex, treat them as a right triangle to get their X/Y distances and hypotenuse, then get the rotation angle in degrees and rotate the entire shell based on that.
I know Gimbal lock is two axis aligning, for example, X & Y :smile: If it rotates up to 90° at any point in the Y or Z axis when using a Euler controller, so make good use of your X axis. ?
Your hips are complete stil. The hip is rotating in the direction the leg goes, so at the contact-pose witht the left leg in front it rotates in this direction on Y (Y= maya, i mean horizaontal, you you know what i mean)
Hey all, I am working in unreal 5.4.4 and have the current error message with Nanite. I have nanite disabled in project settings → render tab. I also have raytracing and lumen disabled as I have no need for those in my current project. I checked all my models, material and blueprints and didn’t see nanite enabled on any of…
The easiest way to do this is to simply create two parameters for X and Y and then append them together and plug the result into the Speed pin of a Panner node. Make sure your X parameter goes into A and Y parameter goes into B, otherwise they'll be inverted.
In addition to what McGreed said, it looks like you need to invert the green channel of your wall's normal map. With future xNormal bakes you can change the normal map "Y" swizzle coordinate setting to "Y-" to save yourself the trouble of having to manually invert the green channel in Photoshop.
not sure if im the first one to post this, but typically when im making some normals with nDo, specifically sci-fi type floors.. the normals never seem to be clear as to what direction they are coming from. some angles show the normals as Y+ and other angles show as Y-.. anyone know why??
I always activate the narrator by mistake cause my Y key is where everyone elses Z key is and sometimes i make two mistakes at the same time by pressing windows key + U instead of control + z/y and the damn thing pops up "LEFT CLICK PPPPOOOLYYYCOUNTDOTCOM BLAHBLAH" :/