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Topic: Portrait meshes (Read 147867 times)
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devast3d
Developer
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Posts: 31
Re: Portrait meshes
«
Reply #75 on:
February 25, 2018, 10:41:43 PM »
Have you figured out how animation works? I mean actual mesh movement.
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dougie
Night Goblin Archer
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Posts: 27
Re: Portrait meshes
«
Reply #76 on:
February 26, 2018, 09:08:11 PM »
yes, basically, but my code needs refining
and I still have to see if it looks right for yaw, pitch, roll combined,
I've done most of the calculations.
It's keyframe based animation that are used in 3d modelling software, that's the
basic idea, I'm trying to do it exact but might go for a simpler implementation.
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dougie
Night Goblin Archer
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Posts: 27
Re: Portrait meshes
«
Reply #77 on:
February 26, 2018, 10:32:52 PM »
I was doing a lot of curve fitting, in game maker, to see how dark omen does it.
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devast3d
Developer
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Posts: 31
Re: Portrait meshes
«
Reply #78 on:
February 28, 2018, 08:40:02 AM »
Cool! Can't wait to see the heads in UE
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dougie
Night Goblin Archer
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Posts: 27
Re: Portrait meshes
«
Reply #79 on:
February 28, 2018, 09:19:33 PM »
Good
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olly
Global Spokesperson
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Posts: 2300
Re: Portrait meshes
«
Reply #80 on:
March 04, 2018, 10:07:44 PM »
yep sounds great!
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
dougie
Night Goblin Archer
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Posts: 27
Re: Portrait meshes
«
Reply #81 on:
March 12, 2018, 09:14:29 PM »
What version of Unreal are you using Devast3d? Do you plan on using the latest version?, 4.19, I think there are some bug fixes that affect what I'm doing, but I could try 4.16 again
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devast3d
Developer
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Posts: 31
Re: Portrait meshes
«
Reply #82 on:
March 14, 2018, 08:49:52 AM »
We're using 4.16 because we rarely need anything from the graphics or blueprints UE offer. Have you spotted anything from the latest versions that affect us? Migrating to the last version may incur some costs, so we need justification for this.
p.s. if you want to try to migrate yourself and see what happens, you're welcome to do it on your local copy
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dougie
Night Goblin Archer
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Posts: 27
Re: Portrait meshes
«
Reply #83 on:
March 14, 2018, 01:43:51 PM »
It was one or two things, purple lighting using emmisive(a known glitch), but I might be able to do a work-around. And I can't recall the other problem I had.
Since your implementation is quite big, I don't want to migrate your copy to newer myself.
Best thing is for me to try 4.16 again, also I had another minor glitch where multiple instances of visual studio open
(another known glitch)
I know conversion could be a hassle, so I'll try 4.16
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dougie
Night Goblin Archer
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Posts: 27
Re: Portrait meshes
«
Reply #84 on:
March 14, 2018, 02:02:25 PM »
There isn't too much for me to reimplement
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devast3d
Developer
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Posts: 31
Re: Portrait meshes
«
Reply #85 on:
March 15, 2018, 08:44:55 AM »
Yeah, migration could be PITA, so we better avoid it if possible
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dougie
Night Goblin Archer
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Posts: 27
Re: Portrait meshes
«
Reply #86 on:
March 22, 2018, 08:58:45 PM »
I decided to write an importer for blender because of a stretching problem with textures, that's fixed now
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olly
Global Spokesperson
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Posts: 2300
Re: Portrait meshes
«
Reply #87 on:
March 23, 2018, 11:19:03 PM »
Can I try it as well please
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
dougie
Night Goblin Archer
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Posts: 27
Re: Portrait meshes
«
Reply #88 on:
March 24, 2018, 12:58:05 AM »
Here you go(attachment)
m3d_importer2.zip
(5.87 KB - downloaded 321 times.)
m3d_importer2.zip
(5.87 KB - downloaded 321 times.)
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dougie
Night Goblin Archer
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Posts: 27
Re: Portrait meshes
«
Reply #89 on:
March 24, 2018, 01:04:02 AM »
You might notice a cube is imported too, this is the pivot point
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