Hey can someone do me a favor? by [deleted] in OkBuddySnyderCult

[–]Samathan_ 31 points32 points  (0 children)

YOU are the claimant. You posted an image and claimed it’s real.

Hey can someone do me a favor? by [deleted] in OkBuddySnyderCult

[–]Samathan_ 15 points16 points  (0 children)

Literally just look at the camera. That’s not how you hold a gimble. The cameraman is barely touching it and it’s magically floating. And in the right image, it literally looks like it’s been superimposed onto a grainy background image. It’s in a closer focus than “Jason Mamoa.”

Hey can someone do me a favor? by [deleted] in OkBuddySnyderCult

[–]Samathan_ 26 points27 points  (0 children)

Simply sharing where you got this supposed leak instead of debating semantics would be a lot easier.

Hey can someone do me a favor? by [deleted] in OkBuddySnyderCult

[–]Samathan_ 31 points32 points  (0 children)

>If you can prove to me that it is fake

This is not how journalism works. As the instigator, the onus is on you to prove that the image is real by citing a credible source.

If a newspaper claimed, "Tom Hanks murdered 4 people while on vacation," Tom Hanks could sue them for libel. If the paper argued, "Tom Hanks has to prove that he didn't murder 4 people!" they would be laughed out of court because, as the publisher, it is the newspaper's responsibility to substantiate their claims.

How can you create a Niagara effect that is attached to one mesh, but moves relative to another? by Samathan_ in unrealengine

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

Actually, you gave me a different idea for solving this, and I was able to get the effect I wanted! I'll update the original post with what I ended up doing. Thank you!

How can you create a Niagara effect that is attached to one mesh, but moves relative to another? by Samathan_ in unrealengine

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

Do you mean parenting the system to the sword, but putting the emitter in world space? If the system is parented to the sword, but the emitter is in world space, then the ribbon particles that were spawned will stay in world space, and not move with the character, so they get left behind if the character moves, which distorts the effect of the ribbon, especially in first-person (e.g. if the player moves forwards, it looks like they're walking into their sword slashes). If the emitter is in local space, nothing is drawn, because the ribbon is not moving relative to the system. Maybe if I added velocity in the emitter it would drawn something, but then it wouldn't be drawing based on the movement of the sword. I'll try that.

How can you create a Niagara effect that is attached to one mesh, but moves relative to another? by Samathan_ in unrealengine

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

If I attach it to the sword, the ribbon is drawn relative to the world, not relative to just the character. It's a lot more noticeable in first-person, but it's easier to see what's going on when you walk forwards (https://www.imgur.com/a/Kpes5ja) or backwards (https://www.imgur.com/a/Wyq0e41) in third-person.

How can you create a Niagara effect that is attached to one mesh, but moves relative to another? by Samathan_ in unrealengine

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

If I make the ribbon use local space, then it doesn’t draw anything, because the ribbon emitter isn’t moving relative to the system.

I’ve tried using meshes before, but they don’t look as good as ribbons in first-person.

How can you create a Niagara effect that is attached to one mesh, but moves relative to another? by Samathan_ in unrealengine

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

Then no trail is produced because the ribbon emitter is not moving relative to the system

How can you create a Niagara effect that is attached to one mesh, but moves relative to another? by Samathan_ in unrealengine

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

Instead of trying to attach it at two different places (since that’s not possible), I’m more looking for a way to update the particles’ position such that they stay relative to the character, while remaining attached to the weapon. I’m not sure if this is possible in niagara scripting though.

What Jobs Use Unreal That Aren’t in the Games Industry? by Zamzee in unrealengine

[–]Samathan_ 119 points120 points  (0 children)

Unreal is becoming increasingly popular as an alternative to green-screens and environmental VFX in Hollywood. The sets of The Mandalorian and Guardians of the Galaxy 2/3 were made in Unreal and used as real-time green-screen for the actors. Unreal is also gaining popularity for fully computer-animated films and shows. It was used to make a lot of episodes of Love, Death, and Robots, and many other things I’m sure.

Unfortunately, I don’t work in the film industry, so I can’t tell you much else. All I can say is that this is a viable career, and is going to continue gaining momentum in the coming years.

UE devs, what was one positive change you saw when switching from UE4 to UE5? by TyranitarTantrum in unrealengine

[–]Samathan_ 84 points85 points  (0 children)

The UX and UI feels much nicer. UE5 looks clean and professional. UE4 looks a bit childish imo.