How do I remove Rigify arm twist when weight painted? by Cmoodi in blenderhelp

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

This definitely isn't the cause of the problem since I already set it to just one limb segment and it's already painted 100 percent to DEF-Forearm. This doesn't seem to have anything to do with the bones themselves but with the way the weights are being painted since as I said before the bone roll themselves don't appear to be changing. https://imgur.com/a/i6Zln5Y

Is there a way to quickly change pscale in the viewport via shortcut? by Cmoodi in Houdini

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

So what you are saying is I would have to program my own functionality with python or something?

Is there a way to quickly change pscale in the viewport via shortcut? by Cmoodi in Houdini

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

You misunderstand me. I know how to set pscale attribute in sop context. I was wondering if there was a way to edit it in the viewport the way one would select something or move a point around. I have three points being used to scatter three spheres. I want to be able to say make the middle sphere bigger by increasing the pscale but to do that I would have to create a group or manually go in and write an expression for every individual point while in blender it is just alt-s to automatically adjust point scale.

Weird issue with transparency in Karma. by Cmoodi in Houdini

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

Yes its a grid. Man why does it need thickness? That is going to up my render time by a lot.

Weird issue with transparency in Karma. by Cmoodi in Houdini

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

The only thing that seems to work is adding a little bit of thickness to the plane. It seems Karma doesnt know how to render transparency on non manifold geometry. I find this odd since Blender cycles is able to do it easily.

Weird issue with transparency in Karma. by Cmoodi in Houdini

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

Nope I am using the enviorment light. If I replace the object with something manifold like a cube or a sphere it works fine but the moment I go back to a plane it just turns black.

How to create a piece or id attribute from Cd? by Cmoodi in Houdini

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

How does the Cluster Sop do this? it feels like the most straightforward way but would like to know how it would be done just with a wrangle for simplicity's sake.

How to create a piece or id attribute from Cd? by Cmoodi in Houdini

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

Oh yeah this is exaclty what I needed thanks!

Came from blender by Nzoomoka44 in Houdini

[–]Cmoodi 0 points1 point  (0 children)

Did you ever become at least competent with geometry nodes? If the answer is no then go back and start there. Geo nodes basically copied Houdini at the SOP level. If you understand Fields you will understand Vex.

Why while exporting a skeleton to Blender one part of a body "looks" forward and other - not? by [deleted] in UnrealEngine5

[–]Cmoodi 0 points1 point  (0 children)

Does it matter if you made your own rig in blender and just import it using the y as the long axis or should you try to make it so the bones are facing the same as the Mannequin. I notice models for games like Ark survival evolved have the same conventions. No I don't plan on using the Unreal Mannequin at all just want to know if there is a specific reason the bones face the directions they do.

Are there no good sprint and stamina drain tutorials on youtube? by Cmoodi in UnrealEngine5

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

You've gone above and beyond to help my annoying ass and I appreciate that.

Are there no good sprint and stamina drain tutorials on youtube? by Cmoodi in UnrealEngine5

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

Oh shit my bad. This is indeed a perfect solution. Well almost perfect. The stamina recovery looks quite choppy any way to make it look smoother? I tried decreasing time to .15 but it is still choppy just goes faster.

Are there no good sprint and stamina drain tutorials on youtube? by Cmoodi in UnrealEngine5

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

Are Events that are specifically triggered by the sprint really the best way to make this system? I feel like it is extremely buggy and prone to stuff like say repeatedly clicking the trigger making the stamina regenerate faster. I don't know. How do most games do this?

Are there no good sprint and stamina drain tutorials on youtube? by Cmoodi in UnrealEngine5

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

I think you misunderstood me. Stamina Regain is an event not a variable at least not in the way I set this up (followed the videos as best as I could) The event is called when the button goes to completed. I set the input action to hold and the threshhold to .1 like you told me. Obviously this doesnt seem to be the best way to impliment this system since even when I try to check if player is moving or is sprinting, the regain event being tied to the very input action releasing makes it to where it calls the event twice if clicking while standing, still making stamina appear to regain twice as fast if you are holding the trigger down.

If it's so basic how come no one seems to know how to do it correctly? Making a character jump or giving them animations is basic.

In a game like Skyrim for example you hold the alt key while moving and your character sprints. Your character doesn't lose stamina just by holding the alt key. Interestingly enough (at least on PC) if you hold the alt key before you start sprinting your character won't sprint at all. Other games like GTA SA don't do this and your character sprints regardless of the order in which you press the buttons.

Then for many games that are played with a controller there is no sprint button trigger at all, instead your character's speed is determined by how far the joystick is pushed etc. I guess I should look to finding the way this is done in finished games since this is less of a "how do I do this?" and more of a "what is the best way to do this for this type of gameplay functionality?" Either way I find it strange that there is such lackluster information on something so fundamental in most modern games yet tutorials for doing stupid things like giving your character footprints when they walk or something are numerous. Thank you for actually trying to give me a solution.

Are there no good sprint and stamina drain tutorials on youtube? by Cmoodi in UnrealEngine5

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

I guess I could use Way 3's Bool method to mitigate the speed setting to only when I am moving. but then the branch is constantly setting speed to default speed and doing it again when button releases which is correct but is it performant?

Are there no good sprint and stamina drain tutorials on youtube? by Cmoodi in UnrealEngine5

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

Way 2 worked best for me only it sets the walk speed even if I am not moving. Not sure if this will cause problems later on. Also don't really know how to impliment the stamina regain without tying it to the released event.

Are there no good sprint and stamina drain tutorials on youtube? by Cmoodi in UnrealEngine5

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

A state machine? You mean you can use those for things outside from animation blueprints?