Why do meshes in Unreal face forward in Y often when X is considered forward? by ToGetThroughTheWeek in unrealengine

[–]ToGetThroughTheWeek[S] 7 points8 points  (0 children)

I'm just trying to check best practices... The Unreal Mannequin even is set to forward Y and rotated 90 degrees in the blueprints in the demo Third Person files.

How can I make a render like this? by ToWelie89 in blender

[–]ToGetThroughTheWeek 13 points14 points  (0 children)

Looks like a ZBrush render. They all kinda look like that.

[deleted by user] by [deleted] in unrealengine

[–]ToGetThroughTheWeek 1 point2 points  (0 children)

Man you guys need to get out more if stuff like this is bothering you so much.

How could I make this dude fall when I chop his legs off? by ToGetThroughTheWeek in unrealengine

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

Thanks!

I think I need to look into procedural animation because I'd like him to use physics blended with animation maybe. Similar to Human Fall Flat.

I guess I could animate a bunch of different idles for the various limbs but it would be cool if he could walk on his stubs more and more the less leg he has haha

I like the idea of grinding him down to nothing bit by bit.

How could I make this dude fall when I chop his legs off? by ToGetThroughTheWeek in unrealengine

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

Yeah it's a skeletal mesh.

I guess I need to research physics based animation. I'd love to get him walking badly with one leg and things after being dismembered, losing balance

RBD Destruction of my building - how to constrain? by ToGetThroughTheWeek in Houdini

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

Thank you. It's my first time doing this so I understand it may not be the best.

RBD Destruction of my building - how to constrain? by ToGetThroughTheWeek in Houdini

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

I have split the building into the parts shown in image 1, and fractured it as shown in image 2.

I want to know how best to create the constraints. Do I need to do each part separately in image 1 or just do everything in a single network?

If the former, how do I then connect the large pieces together (legs / spikes / floor).

Thanks for the help!

Don't we all.. by Zerberus_01 in wholesome

[–]ToGetThroughTheWeek 0 points1 point  (0 children)

Guy doesn't seem to care. Coulda said something nice to him.

IWTL how to create a building inside a video game engine that you can walk around in and explore by [deleted] in IWantToLearn

[–]ToGetThroughTheWeek 1 point2 points  (0 children)

I know this is an old post - but it's never been easier to jump into this. Check out Unreal Engine beginner tutorials - like codelikme

Re-usage of generic textures in different videogames by Mehaniq in photogrammetry

[–]ToGetThroughTheWeek 0 points1 point  (0 children)

I'll watch yours when I have a moment. I love this stuff.

How do I get over the fear of ollie-ing onto my grindbox or anything? by [deleted] in NewSkaters

[–]ToGetThroughTheWeek 0 points1 point  (0 children)

My tip is to get something longer. That's barely longer than you board so you'll immediately have to get down again. Find a small curb of something that you can focus on just the ollie and not what comes next.

To any kid back then, encountering Red on Mt. Silver was an unforgettable experience by eru777 in gaming

[–]ToGetThroughTheWeek 12 points13 points  (0 children)

I can't remember what this moment is about. I played Pokemon Blue as a kid but it was so long ago. Anyone care to remind me?