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  • replied
    thanks,that is going to come in very handy.

    Leave a comment:


  • replied
    Perhaps because this:

    PBO_None, // don't do anything
    PBO_Term, // terminate - if you terminate, you won't be able to re-init when unhidden (ejem... see below)
    PBO_Disable, // disable collision - it will enable collision when unhidden

    I use this:

    mesh.HideBoneByName( bonename, PBO_Term);
    Mesh.ForceSkelUpdate();

    and to restore bones (even using PBO_Term):

    mesh.UnHideBonebyName(bonename);
    Mesh.SetPhysicsAsset(none);
    Mesh.SetPhysicsAsset(thephysicsassetagain);

    seems that needs to reasign the physics asset and all works like new.


    And for the ragdoll, have you included the root bone in the physics asset? I had to remove that bone (was not useful for nothing for the ragdoll, because the root is inside the pelvis bone) because had pawns flying too...

    An probably that is the problem, root bone is inside pelvis bone and they are always colliding.

    Moved to the new forum: https://forums.unrealengine.com/show...sional-name%29

    Leave a comment:


  • replied
    I just remembered what the problem I had with hidebonebyname.once a part was hidden (any part) and then the pawn was killed,the mesh would completely freak out and send the corpse flying off at insane speeds.as if the hidden part was colliding with the ragdoll.

    I see you don't have this problem though.

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  • replied
    Je, good point.

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  • replied
    Cheers CobaltUDK! Totally agree with Gaz661, awesome...
    Liked the kung-fu-gang vs. girl-with-gun slaughter scene (quite Tarantino-esque)

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  • replied
    Yes, here is it:

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  • replied
    Cobalt, Any chance you could embed the video above so its viewable on the forums?
    Exactly as you did before here. Otherwise its locked to anyone w/o a gmail a/c.
    (Killed off all gmail / hotmail / yahoo email a/c's after Snowden revelations)

    Leave a comment:


  • replied
    Thanks. I have a problem when attaching the particles to the dismembered bone. It seems that the bone is scaled to 0.0, and then translate the origin to the parent bone. And the particles are moved too. If the hand is the bone hidded, then the particle moves to the forearm bone.

    I don't know yet hot to solve this, because the particles only can attached to bones or sockets, and both are scaled. I need to find a way to add a offset equal to the parent bone lenght. "SpawnEmitterMeshAttachment" has a "RelativeLoc" paramater, but don't works for me, seems to be completely ignored.

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  • replied
    totally awesome.but I guess you probably knew id say that.

    I had problems when using hidebonebyname but I cant remember what they were now.not that I didn't have problems using bone break too.

    once again,you have outdone yourself!(and the rest of us)

    Leave a comment:


  • replied
    I made a dismemberment system using "HideBoneByName". Here's the video, with graphic content:

    https://www.youtube.com/watch?v=FOmXoNhz36I

    Perhaps it's a little bloody, and I don't know if this is the path I want to follow. What do you think?

    Leave a comment:


  • replied
    Yes, the only thing is to place "walls" in the playable area limits. Some mountain impossible to climb or something similar.

    I have changed the aiming system, but I show it in the new forums (this will be closed to new posts in two weeks):

    https://forums.unrealengine.com/show...l=1#post436709

    Leave a comment:


  • replied
    its always good to have landscape beyond the playable area to add to the illusion.

    I havnt tried it on my 10kx10k map yet so I don't know how it will work out.

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  • replied
    Hard to say without a before and after photo.
    Sometimes less is more and more is just too busy...

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  • replied
    Thinking about place some mountains out the playable area to make bigger the landscape views. The current map is a island, but with this I can do a peninsula with coast for one side, and mountains for the rest.

    Click image for larger version

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    Playable area will be the same, 10 x 10 Km. What do you think ?

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  • replied
    Originally posted by CobaltUDK View Post
    Your models have AAA quality, you should show them to the world
    Thank you! ^^ It means a lot for me, for real!

    I'll show them, as soon as I find another system better than AimNode or additive animations with BlendByAim. I'm testing switch all weapon animations, changing the animset for each one, and as soon as I finish it, I can open my thread. (Geez, there a lot of things I want to discuss in my thread).

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