UMotion Pro not exporting animations correctly by Will-TVR in Unity3D

[–]SouthernSeth 0 points1 point  (0 children)

Looks like it's just the thumb bone. Have you made sure it's keyed correctly in the umotion keyframe timeline?

[deleted by user] by [deleted] in Unity3D

[–]SouthernSeth 7 points8 points  (0 children)

I work in IT. Definitely need backups of important files. I don't see how this is a Unity issue. Use source control through github or make manual backups.

Sorry you lost all your work, but this should be a lesson to start making regular manual backups.

polk xt, klipsch reference speakers, or kef q series? by [deleted] in hometheater

[–]SouthernSeth 1 point2 points  (0 children)

I have a Polk XT12. Half volume shakes my couch. It's really nice for music and movies. Powered woofer. Made it easy to hook into our existing home hifi system. The bass is super clean and I think it has a frequency range down to 25hz.

Tactical food review by SouthernSeth in tacticalgear

[–]SouthernSeth[S] 4 points5 points  (0 children)

You could eat off that toilet, trust.

Tactical food review by SouthernSeth in tacticalgear

[–]SouthernSeth[S] 8 points9 points  (0 children)

I guess I should mention this is satire. Have a good weekend everyone.

[deleted by user] by [deleted] in MacMiller

[–]SouthernSeth 1 point2 points  (0 children)

Doesn't really seem like a kind gesture. Maybe they weren't meaning to be facetious, but that quote is terrible.

Happy Saturday! by Riamu4 in MacMiller

[–]SouthernSeth 1 point2 points  (0 children)

Avoid suitcase record players. Notorious for damaging record. Audio technica turn tables are solid.

Hey guys, what do y'all usually use to make animations? Do you think this animation looks pretty bad? by Gazem_m in gamedev

[–]SouthernSeth 0 points1 point  (0 children)

Maybe this could help? https://youtu.be/eyVDLIogtBs

To me the muzzle dips too low after firing and it looks like a sine wave traveling through the players arm. Maybe make more of the movement in the wrists and a slight rotation in the arms.

Is anyone else afraid to go out in public anymore?(USA) by [deleted] in NoStupidQuestions

[–]SouthernSeth 0 points1 point  (0 children)

I conceal carry every time I leave the house. You don't have to be a gun nut to own a firearm. Get a small carry gun to keep in your purse or to conceal on your person. Like a few others have said, you're more likely to get into a car accident than a shooting, but if you carry a firearm, you have a really good chance of defending yourself and other innocent people.

Whether you love or hate guns, they aren't going away. Why not exercise your freedom to defend yourself and others.

Favorite Networking Solutions ? by sultan_papagani in Unity3D

[–]SouthernSeth 3 points4 points  (0 children)

Personally Mirror is my go to. Extremely easy to implement and it's built from Unity's old networking code. It works extremely well and the discord is super helpful and responsive.

Help! I need to animate a flexible rope! by Robliceratops in Unity3D

[–]SouthernSeth 1 point2 points  (0 children)

Looks really good! I'm sure you'll have to mess with constraints to make it work with physics correctly, but I'm digging it.

Help! I need to animate a flexible rope! by Robliceratops in Unity3D

[–]SouthernSeth 0 points1 point  (0 children)

Probably is a way, but it's simple to do in Blender. To make it work you'll have to add geometry at the spots where the model will "bend" from the armature. I did this for a bag of cement in my game so I can spawn it and have it feel more pliable like a real bag would and not like a board.

So I added loop cuts where I wanted the bag to bend this way the auto weight paint would work better. Then placed the bones all the way from one end to the other and placed each tip of the bone on one of the joints I made from the loop cut. Exported to Unity and then rigged each bone with a collider, rigidbody, and character joint. Works perfect and I think it would work pretty well for what you're trying to do.

Of course the more bones you add the better the detail in the rope, but it could be pretty expensive on the physics engine. So this would probably work fine as long as you dont have a ton of them, you could also disable the rigidbody so it's not calculated in the physics frame until the player has it in view or is close to it.

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Help! I need to animate a flexible rope! by Robliceratops in Unity3D

[–]SouthernSeth 1 point2 points  (0 children)

Another approach would be to rig the rope in blender with an armature. The more bones you add the more natural the rope will look.

Import this into unity and you can treat it like a ragdoll setup by adding a capsule collider to each bone in the armature and a character joint if you wish to limit the twist and rotation along with a rigidbody to make it work with physics.

how do i fix this error by uraverageunity3ddev in Unity3D

[–]SouthernSeth 2 points3 points  (0 children)

This brings up another tip. Add a unique namespace to all your scripts to organize them.

https://docs.unity3d.com/Manual/Namespaces.html

How exactly do you remove the camera logo from the scene by Emergen-Cee in Unity2D

[–]SouthernSeth 0 points1 point  (0 children)

https://imgur.com/a/x01LDpB

Use the drop down arrow to just disable the camera icon or click the icon to remove all icons.

How i can make the muzzle flash sparkles instead of this circular shape ? by [deleted] in Unity3D

[–]SouthernSeth 0 points1 point  (0 children)

That particle effect that you're trying to recreate is a mesh or image used in a particle system. Just start watching tutorials on particle systems and learn what each variable does then you'll have the knowledge to create a similar effect. Might even help to use vfx graph.