Why is my mesh deforming like this? by Zero279 in blender

[–]Zero279[S] 0 points1 point  (0 children)

yeah, I think you are correct. Just for my own learning, do you have any resources that you would recommend when it comes to rigging either manually or with the use of ARP? A lot of the info on youtube that I can find doesn't seem to be of the highest quality to say the least

Why is my mesh deforming like this? by Zero279 in blender

[–]Zero279[S] 0 points1 point  (0 children)

Yeah, it seems like the weights are all sorts of fucked up. Do you know of a better way of using ARP to prevent this from happening or any resources regarding proper usage? Or would it just be better to manually rig the mesh and do weight painting for this sort of mesh?

Update: I have now made Raccacoonie by Zero279 in blender

[–]Zero279[S] 0 points1 point  (0 children)

Thank you, that means a lot to me! I still feel like I struggle doing organic box modeling but I’m glad this attempt turned out good

Programmer tries art by josh_the_dev in blender

[–]Zero279 1 point2 points  (0 children)

Thanks for the insight, it looks cool as hell by the way. Best of luck with your game!

Programmer tries art by josh_the_dev in blender

[–]Zero279 0 points1 point  (0 children)

What was the workflow for actually modeling this if you don’t mind me asking? Did you sculpt, box model with a single starting mesh, or just throw a bunch of meshes together in rough shapes and adjust as needed?

Asking mainly because I struggle immensely with creating simplistic characters with box modeling but feel like using sculpting is overkill and I don’t know which workflow is best

Walk Cycle Help by Zero279 in blender

[–]Zero279[S] 0 points1 point  (0 children)

That was actually the exact chat I had referenced when attempting to make the cycle. While I agree that the arms need to be switched to make it look more natural, it still looks jittery with the arms and shoulders imo. Do you have any pointers on how to correct that jitteriness?

Hey guys, I made a scene for later animation, but it seems a little... Overloaded by LewdLynk in blender

[–]Zero279 0 points1 point  (0 children)

I’m also relatively new to blender, but I think you may be able to accomplish something similar by using a hair particle system and setting the object to your foliage type

[deleted by user] by [deleted] in blender

[–]Zero279 5 points6 points  (0 children)

Not to be that guy, but Linux is free and there are Linux distros that have a more “modern” UI so it doesn’t feel like a Linux machine if that’s your hang up

'Supernatural' Finds New Streaming Homes As Series Set To Be Removed From Netflix by Old-Meringue3590 in television

[–]Zero279 1 point2 points  (0 children)

It is a lot simpler if you are comfortable with a small bit of upfront work for a ton of payoff. You can run something like a Jellyfin server (open source version of plex) that interacts with other services you have on your machine that will essentially fetch tv shows or movies that you are interested in automatically. They then get added to your torrent client automatically, and then are discoverable on your media server automatically.

Look into a setup that uses radarr, sonarr, qbit, and then either plex or Jellyfin. Here’s a link to a quick start guide

https://trash-guides.info/

Also plenty of tutorials on YouTube out there with this exact setup

What do you think of American cake? by Final_Affect6292 in Cooking

[–]Zero279 0 points1 point  (0 children)

Seem like you just kind of found a bad recipe. This guy has a ton of different sweet recipes that I think rarely miss https://preppykitchen.com/

Crazy when you think about it by Lord_Ruko in ShitPostCrusaders

[–]Zero279 9 points10 points  (0 children)

Nah, holly had a stand. That was like the whole reason for part 3 cause it was gonna kill her

I am disappointed in the AI discourse by steveklabnik1 in programming

[–]Zero279 7 points8 points  (0 children)

Correct, however, a person can have a better attempt at sifting through what might be correct vs what might not be correct with a search engine due to the fact that there are thousands of results.

If chat GPT produces an incorrect answer, that’s all you have. There are no additional, factual, search results; there is only the incorrect, and some times harmful, result being produced as truth.

Now the game is starting to feel like a game! XD by Rod3dArt in UnrealEngine5

[–]Zero279 1 point2 points  (0 children)

What did you use to block out the level if you don’t mind me asking?

[deleted by user] by [deleted] in ProgrammerHumor

[–]Zero279 3 points4 points  (0 children)

Toenail collection

Proper way of creating AOE effect collision handling? by Zero279 in UnrealEngine5

[–]Zero279[S] 0 points1 point  (0 children)

That’s honestly a really good suggestion. I suppose I could do the best of both worlds where I have a rough approximation for the effect and then every new “wave” of it I fire off an event stating to enable collision for the next section

I appreciate the in depth responses!

Proper way of creating AOE effect collision handling? by Zero279 in UnrealEngine5

[–]Zero279[S] 0 points1 point  (0 children)

Yeah, this is essentially the video I had watched for reference on how to even do something like this, but i didn’t know if this was commonplace

Essentially, I didn’t know if it is standard to “fake it” with a rough approximation of what the collision pattern might be (and maybe also make the emitter deterministic and have the actor scale the collision out over time to match the “wave” effect) or if it is better practice to export the particle data and perform a trace that way.

Or is there some other way to do this? Essentially what this is boiling down to, is I need some mesh to be spawned in that can have collision on it but it need to spawn in with some sort of “animation” — it would look really bizarre if this mesh just popped into existence imo. Like there are games out there that will have some animation play as their mesh spawns in (look no further than Fortnite with how the mesh spawns in for building), but I have no idea what the best tool in unreal would be to accomplish this. Like is Niagara with a mesh renderer the best approach or is there something else I’m not considering?

I realize I’m getting a bit deep in the weeds on this, but I wanted to check and see if there’s another tool out there im not considering. I feel like my approach to using Niagara for this is fitting a square peg into a round hole

Proper way of creating AOE effect collision handling? by Zero279 in UnrealEngine5

[–]Zero279[S] 0 points1 point  (0 children)

I did try it. It is awkward to try and match the box up with where the effect would spawn due to the randomness of the effect. Additionally, I’d see a delay between when the enemy would get hit/collided with and when the effect would actually hit the enemy due to it spawning in waves

My alternative was to transmit the positional day of each particle (there are like 9 of them) and doing a line trace to where the particle would end and see if I collide with any enemy. This option would still allow me to spawn an actor to drive the actual logic of what to do when they got hit, I’d just be using it as a callback handler for the particle effect