AndymationB
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Awesome! To be honest, I've been distracted by other shiny things for the immediate time, but I'm absolutely going to get back into this soon, and if it's as good as it sounds, I'll definitely use ...
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I'm don't entirely understand what you're saying, but I'm really enjoying the confident manner in which you're saying it!I look forward to checking this out later. Thanks! :D
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I don't think it's possible. It's not bug, it's just not a feature that's available. If you'd like to suggest it, I'd toss it out in the feedback section.
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You bet, buddy.Testing it after a night's sleep, I realize that my follower / trigger zone setup is not ideal. It's not locking on properly in some cases. Someone with some superior logic skills co...
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I sent you a rough proof of concept. Clearly you could add more lighting effects, different targeting options, etc. Also the paint fleck density could be heavier if I didn't move the imp so fast wh...
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I would guess there's a physical paint that's connected at both ends between the guitar tip and an invisible object that contains some following logic to move on top of enemies or otherwise stay in...
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Yeah, that's what I do for melee attack animations. I've never done anything as senstive as gun aiming though, so maybe that isn't enough for your purposes.Supposer's suggestion of I.K. posing the ...
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And yes, another option would be to record the gun position with inverse kinematics by using R2 to place it's position. L2 would give the rotation (aka forward kinematics).
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Use another keyframe and record all the slider's on the puppet's "upper body" tweak page down to zero. That will lock those arms and shoulders down.That's how I do all my (recent) attack animations.
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Ha! See, thats why you should never name names. You always leave someone out by mistake.Your second suggestion of tampering with the camera focus sounds the most promising to me. You could wire the...