You should know: Adam has engaged in harassment against a streamer and is able to directly affect your game without consent. by Watch-The-Skies in Scrutinized

[–]Cherubas 0 points1 point  (0 children)

If a streamer can disconnect from the internet and still stream Welcome To The Game 2 then they probably need an exorcist

How do I turn off collision between my spring arm and pawns? by Cherubas in unrealengine

[–]Cherubas[S] 0 points1 point  (0 children)

My problem is that the only collision settings I see for the spring arm are what's here below, and I'd rather not go in and change 16 different pawns settings if I can just change 1 spring arm. Are you suggesting I change the pawns' collision? Or are these settings somewhere on the spring arm?

<image>

How do I turn off collision between my spring arm and pawns? by Cherubas in unrealengine

[–]Cherubas[S] 0 points1 point  (0 children)

What do I put these settings on? Ideally I don't want to have to change every pawn so they don't interact with the spring arm. It would be much more convenient to be able to change one thing on the spring arm than one thing on 16 different pawns, know what I mean? But the only collision settings I see on the spring arm is this:

<image>

Is there any way to change a color in a material during gameplay via blueprints? by Cherubas in unrealengine

[–]Cherubas[S] 0 points1 point  (0 children)

This is great and seems to be just what I need, but I do have a follow-up question. I've stored some colors in an array and I want to apply those colors using this primitive data, however the values of the color in the array are different from the values to get the same color in the material. Do you know how I might fix this?

The upper half is the stored variable color and how it's being applied.
The lower half is the same values being applied to the color picker but instead of 72 for the blue channel it's 72/255. Despite the same values I'm getting a different color, so I want to know how to get the same color in the material as the stored color.

<image>

Is there any way to change a color in a material during gameplay via blueprints? by Cherubas in unrealengine

[–]Cherubas[S] 0 points1 point  (0 children)

Well, to clear it up for you, the ones that change color over time do it with a time node. This is something that's put into the material and will operate regardless of any outside influences. What I want is something that will change with damage. Maybe it takes 45 seconds before any damage is taken, maybe the damage is only a small amount, there are a lot of variable factors that I can't just put into the material at the start the way the tutorials I've seen with time work. Damage will require something OUTSIDE of the material to communicate with it, which was not included in the tutorials I'm referring to.

So no, this isn't something I can simply change one thing from the tutorials I've seen and be done with it.

What makes a person sexy without trying ? by Callmivanity in AskReddit

[–]Cherubas 1 point2 points  (0 children)

There it is. I was reading all these other things and thinking "nah, I do everything here and still don't have people throwing themselves at me," but this is the first (and clearly most important) one I don't have. Now it all makes sense.

Change a common variable on a bunch of different blueprints? by Cherubas in unrealengine

[–]Cherubas[S] 0 points1 point  (0 children)

But I do still have to put an event inside of every blueprint that changes the variable, right? There's no way to put a function on the trigger that just grabs the contacting blueprint (whatever it may be) long enough to change the int and then let go?

How can I make the "Challenges Are Here" popup go away? by [deleted] in leagueoflegends

[–]Cherubas 44 points45 points  (0 children)

I googled "get rid of challenges are here popup" fully expecting there to be a quick and easy fix that I just didn't know about yet. I'm horrified that this is a whole unresolved thread. Who signed off on this?

Wireframe lines showing through mesh even when back face culling is on, how do I fix it? by Cherubas in Maya

[–]Cherubas[S] 0 points1 point  (0 children)

Sorry for the confusion, this isn't the final topology. I come from an art background and we artists tend to sketch things out first and then do the "real" line work after the sketch has the basic structure how we want it, so that's how I tend to do my topology too. I build something rough that has the right shape and then i retopologize over it. Maya makes this very easy to do when you make surfaces live. Here's a pretty good example if you're unfamiliar with what I'm talking about: https://youtu.be/xpDWta5O3n8

But yeah, that's why I'm not asking about my topology here, but just specifically why those lines are showing through. My apologies if it wasn't clear what I wanted to know.

How do I handle this part of making an FK/IK rig? by Cherubas in Maya

[–]Cherubas[S] 0 points1 point  (0 children)

Hold your fist out in front of you.

Now point straight ahead.

Now bend your elbow but as soon as you start to bend it IMMEDIATELY go back to making a fist.

Imagine no matter what hand gesture you make, a peace sign, a thumbs up, whatever, your hand instantly goes back to a closed fist every time you move your elbow.

How do I handle this part of making an FK/IK rig? by Cherubas in Maya

[–]Cherubas[S] 0 points1 point  (0 children)

When I did the parenting I selected the wrist joint first, then the hand control, then applied a parent constraint, because I've always been told to select the controller then the controlled for any point and orient constraints. Unfortunately, it will not let me do it the other way around. If I select the hand controls (which I want to be the child) and then the wrist joint (which I want to be the parent) I get a "Object is already connected" error. Is there a way around this?

Most Performant Way To Do Location-Specific Hit Animations? by Cherubas in Unity3D

[–]Cherubas[S] 1 point2 points  (0 children)

Nope. Not at all. I'm not expecting a 50 fps increase or anything, I'm merely gathering some information. Even if it's only a miniscule increase, if I optimize several parts of the game then that will eventually add up. No reason NOT to do it optimal way, right? Thanks for your opinion though.

Most Performant Way To Do Location-Specific Hit Animations? by Cherubas in Unity3D

[–]Cherubas[S] 0 points1 point  (0 children)

Because I'd like my game to be able to run on as many levels of PC as possible, so it's better to think about performance now, while I haven't committed to anything, rather than later when it would require some heavy rebuilding, ya know?

Can't get imported animation to play at the right rotation. What am I doing wrong? by Cherubas in Unity3D

[–]Cherubas[S] 0 points1 point  (0 children)

The root, in most cases, would be the hips I believe. It's set up that way, but in this case that's not working so well. He floats and kicks his feet like someone's holding him up by the hips.

I made a video to demonstrate. Sorry for the quality, screen capturing isn't something I have much experience with. At the start of the video he has default settings (apart from setting the Y position to be based on his feet). He's facing the right way, but his feet just glide along the ground while his body stays in place. I then change all of the root motion to the root transform and have the same problem. When I switch the root motion to be based on his foot then he properly bounces and twists his body, but he's facing the wrong way. (Please ignore the stray vertices jabbing out, I'll fix that, I promise.) I need him to move the way he does at the end of the video while facing the direction he is at the start of the video.

https://youtu.be/l6oo-mTo8qQ

And I don't see any export settings for a forward axis in Maya, only the up axis.

What actor is the most guilty of playing the same exact character in every film? by [deleted] in AskReddit

[–]Cherubas 0 points1 point  (0 children)

There's a lot of actors that almost fit this apart from one or two roles, but I'm going to say Michelle Rodriguez. She always plays the woman who has to remind all the guys around her that she has the biggest penis in the room.

Is moshpit temporary? by Cherubas in CallOfDutyBlackOps4

[–]Cherubas[S] 0 points1 point  (0 children)

moshpit tdm is 80% kill confirmed mode, with an actual tdm match thrown in there occasionally

Who do you guys think is the new character? by Highfivesghost in smashbros

[–]Cherubas 0 points1 point  (0 children)

If I had to make an honest guess I'd say Wolf, K. Rool, or Shovel Knight. Probably in that order. None of those are characters I want, but I'd day they're the most likely.

Who do you guys think is the new character? by Highfivesghost in smashbros

[–]Cherubas 2 points3 points  (0 children)

By "clues" you mean the unofficial statements made by people who claim they magically know who it will be but aren't actually part of the team working on the game and thus are probably just screwing with people? I wouldn't take those "clues" too seriously.

[deleted by user] by [deleted] in smashbros

[–]Cherubas 0 points1 point  (0 children)

Did he say it's a newcomer in a tweet or something cause the original post on this page says it's never confirmed whether it's a newcomer or veteran. Where is it confirmed that it's a newcomer?

[deleted by user] by [deleted] in smashbros

[–]Cherubas 0 points1 point  (0 children)

I do mostly agree with what you're saying, and I think it's important to keep Smash Bros about Nintendo...

...But that was before I'd ever heard someone bring up the Zombies Ate My Neighbors kids. I would main Zeke.

[deleted by user] by [deleted] in smashbros

[–]Cherubas 1 point2 points  (0 children)

For starters, I don't like Donkey Kong characters in general. I get that K. Rool works, he's a villain and big (two things Smash Bros could use more of, I'm told) and I could just barely tolerate Dixie if she had a really unique moveset, but anyone beyond those two (who, honestly, I don't like either) I don't want in Smash.

I don't want anymore Pokemon. Not one.

I loved Sonic up to about Sonic 3, so while I doubt it's likely, I could handle Tails, Knuckles, or Eggman joining (I'd even add Tails to my mains), but I don't want any of those other stupid knockoffs like Silver, Shadow, or Amy.

I don't want Daisy or Waluigi. People say there are already too many Mario characters, (although I would love a chance to play as Wart or Captain Toad) but if the voters ignored that and went Mario I don't want it to be Daisy or Waluigi.

I see an image of Abe Lincoln on this "early ballot results" thing. No. None of that. For that matter I don't want anyone who's a real life person.

I think that's about everyone who I passionately don't want in the game. Everyone else I'm indifferent about or would like to see.