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Type: Posts; User: jasonseabaugh

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    Ah. You take a World Normal node and Multiply it...

    Ah. You take a World Normal node and Multiply it by a Constant and pipe that into World Position Offset. I remember it being alot more complicated than that,
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    World Position Offset Push Material

    I've done this a dozen times, but I can't remember how. I'm trying to use World position Offset to PUSH the normal faces of a mesh outward, like the Push modifier in 3D Max. I think it uses World...
  3. I've done this a dozen times, but I'm hitting a...

    I've done this a dozen times, but I'm hitting a mental block and can't remember the setup. Can you be more specific about the solution, maybe include a Material Editor screen shot?
  4. What you might be trying to do is a partial body...

    What you might be trying to do is a partial body animation. This is where you override the animation on the upper half of the body with a new animation, leaving the original animation to play on the...
  5. Scale can be an issue, but it doesn't have to be...

    Scale can be an issue, but it doesn't have to be a game changer. On my current project, because of our use of custom universal scale, the animation meshes were nearly double the size. I think we...
  6. The long way around is to export your animation,...

    The long way around is to export your animation, baking the frames you need. Then import it in a blank scene, selecting and deleting the keys you don't want, and sliding the keys to start at zero. ...
  7. An asset exported into UDK will take it's pivot...

    An asset exported into UDK will take it's pivot point from the world origin. The max pivot point is irrelevant.

    It's also time dependent, that is, it's exported at frame 0, so you can use Max's...
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    Yeah, there's no substitute for go UV work. ...

    Yeah, there's no substitute for go UV work. You'll have to sort that out before you can get anywhere.
  9. Thread: Hair

    by jasonseabaugh
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    832

    UE3 does not support shell & fin fur shading. ...

    UE3 does not support shell & fin fur shading. I've been working on trying to get fur to work on the shader level but I haven't had much luck either. If you want to manually make planes that might...
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    Look at some pelican cases for reference. They...

    Look at some pelican cases for reference. They have alot of interesting forms that might inspire design. I would put some kind of extruded plating around the corners.
  11. You don't have to add translation for all bones...

    You don't have to add translation for all bones in the set, you can enable translation on a per bone basis this way:

    Open the AnimSet.
    Click on the AnimSet tab in the lower left box.
    Under "Use...
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    By default translation data doesn't make it into...

    By default translation data doesn't make it into the animation, just rotation. It's an optimization, since most of the time you only need rotation data, but you can activate translation data per...
  13. There's a middle ground between what you have and...

    There's a middle ground between what you have and going fully modular / starting from scratch. You can slice the model up into even pieces. It's possible that if you break it down into a few dozen...
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    This is just an assumption, but they probably...

    This is just an assumption, but they probably made their own Blend By Direction node that takes 8 inputs and blends it with change in direction. I know on my project we had to make custom nodes for...
  15. Can you put your random node after the...

    Can you put your random node after the mutliblend? I get that this will force all your randoms to use the multiblend, but the only other option I can think of is to make ALL the randoms fullbody.
    ...
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    You're getting punked, dv.

    You're getting punked, dv.
  17. Was this every solved?

    Was this every solved?
  18. Correction: TextInput ... not area.

    Correction: TextInput ... not area.
  19. ScaleForm CLIK TextArea not receiving certain keycodes when run in Unreal

    In a few places we're using ScaleForm CLIK TextAreas to allow user input; specifically where a user enters their name on profile creation. When run in Unreal, the engine intercepts certain keys; 't',...
  20. I have not noticed a performance hit associated...

    I have not noticed a performance hit associated with using Actionscript.

    In our project we're sending alot of external interface calls from AS to Unreal and functions in the AS being called from...
  21. Essentially, UV's define the way in which the...

    Essentially, UV's define the way in which the texture map is wrapped around a mesh. U and V do not stand for anything: UV refers to the coordinate space in which polygons are "unwrapped" onto a...
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    Novice skinners may also not realize they need to...

    Novice skinners may also not realize they need to do 2 things before exporting a skinned mesh, both are on the Skin Modifier's Advance Parameters tab: Set Bone Affect Limit to 4 (default is 20!) and...
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    Check your Matinee playrate. If the matinee is...

    Check your Matinee playrate. If the matinee is playing at a rate higher than 1, keyframes will get hit before the soundcues finish playing.
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    When I was trying to test one-off animations I...

    When I was trying to test one-off animations I had to add exec functions and called them via the console... which really indicates that's the sort of thing that is best handled via Unrealscript. ...
  25. I'm guessing the problem is in your animtree. ...

    I'm guessing the problem is in your animtree. Make sure you animnode has the "looping" checkbox checked. Is it not on by default.
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