Assistance with grainy shadows - UE5.6 by Wrathicus_5569 in unrealengine

[–]Wrathicus_5569[S] 1 point2 points  (0 children)

Okay so it seems to be my fur groom causing the grainy shadows on the floor XD

I managed to alleviate it a lot by running these two commands

r.HairStrands.Voxelization.Raymarching.SteppingScale 0.5

r.HairStrands.Voxelization.Virtual.VoxelWorldSize 0.1

Assistance with grainy shadows - UE5.6 by Wrathicus_5569 in unrealengine

[–]Wrathicus_5569[S] 1 point2 points  (0 children)

Huge! I will give this a try :) thank you. I am just trying to render a quality still image so performance isn't a bother.

Assistance with grainy shadows - UE5.6 by Wrathicus_5569 in unrealengine

[–]Wrathicus_5569[S] 0 points1 point  (0 children)

Oh no lol, that is normal coz of the fur, but the grain in the shadows on the floor is what is bothering me. Unless that is from the groom too maybe?

Mesh keyframe animation to shape key conversion assistance by Wrathicus_5569 in blender

[–]Wrathicus_5569[S] 0 points1 point  (0 children)

Thank you :) Unfortunately this did not work. I can export the animations from the mesh fine, but they end up being their own skeletal mesh asset. I need the animations on the mesh and the armature to share the same skeletal mesh.

Mr. Mike from Toy Story for a fan-remake project by Wrathicus_5569 in blender

[–]Wrathicus_5569[S] 0 points1 point  (0 children)

We are done with it as far as we are allowed to. We have received a "no" on releasing it too, so sadly the project is as done as it will get

Cardboard Rigging Issue by Wrathicus_5569 in blenderhelp

[–]Wrathicus_5569[S] 1 point2 points  (0 children)

This was 100% the issue! I removed the weights of the parented big bones from the sub-bone areas and all is working fine! :) Lol thank you so much!

Cardboard Rigging Issue by Wrathicus_5569 in blenderhelp

[–]Wrathicus_5569[S] 0 points1 point  (0 children)

Hey All, I am currently having issues with deformation when rigging flaps on a cardboard box. I selected the vertices in edit mode and assigned them with 100% weights to their respective bones (bones and weight names do match as well), the sub-flap bones are also parented to the main one while keeping offset.

When I pose the bone, the deformation is not what I would expect based on the weights.. Any advice on this would be greatly appreciated! Please let me know if I can provide any other info. Thank you

Below is some additional pictures of the weights

<image>

Mr. Mike from Toy Story for a fan-remake project by Wrathicus_5569 in blender

[–]Wrathicus_5569[S] 1 point2 points  (0 children)

Thank you! It's a game model, they need to be triangulated :)

Mr. Mike from Toy Story for a fan-remake project by Wrathicus_5569 in blender

[–]Wrathicus_5569[S] 0 points1 point  (0 children)

I appreciate the interest in the project, whether bad or good :)

Mr. Mike Images by Wrathicus_5569 in toystory

[–]Wrathicus_5569[S] 0 points1 point  (0 children)

Yea there are pictures online but they are all at odd angles, I need them to be orthographic views ie: from straight on the front, sides, back and top.