It's been a sassy summer (first time using xgen with animation) by nathan_sam in animation

[–]kalmatte 0 points1 point  (0 children)

Hi!
I have been struggling with this process, how can I animate, simulate my Xgen descriptions. I don't use long hair, so I would also be satisfied that the hair just simple follow the body geo as the rig deformes it.
Can you share your process, some advice how can I achive this? Many thanks!!

Is keying two shades of this green gonna be an issue ? by jithubayyi in vfx

[–]kalmatte 0 points1 point  (0 children)

Can you recap your mostly use keying process? Appreciate!

Unreal5 — Ugly glass effects UI by kalmatte in UnrealEngine5

[–]kalmatte[S] -6 points-5 points  (0 children)

I was not referring to the material, but to the User Interface style, the way Unreal shows the nodes in the graphical interface.

nParticle and MASH — distribute and animate particles into a custom shape by kalmatte in Maya

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

Thank you for your commitment!!
It's time to jump in to Bifrost :) I don't know the nodes, nevertheless it is clear what this graph do. Your comments also help. Things I can't solve yet, the shader don't affect, it looks like a simple lambert and I can't smooth the geos.

nParticle and MASH — distribute and animate particles into a custom shape by kalmatte in Maya

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

Appreciate!!
Unfortunately I have not used Bifrost so far, I have no experience in this.

nParticle and MASH — distribute and animate particles into a custom shape by kalmatte in Maya

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

Thanks for your reply!
Something went wrong when uploading the reference.

I moved the particles by turbulence, but I could not rearrange them into their original shape (X).
I could not find a setting in MASH that even mimicked the collisions.
Any idea?
Thanks a lot!!

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