![]() ![]() The necessary components to make a high resolution, high fidelity, asset are present in Unreal 4, soon to be Unreal 5, so the simple answer is yes you can produce a result equal to the proof posted or even closer to jumping the uncanny valley. I don’t want to use ExampleContent’s eyes.ĭepends on how hard you wish to work for the desired result. I have big eye texture problems how can i fix it? I’ll ask him if he could drop in an provided some guidance.Sorry but is it possible to get this result in unreal? In our group one of our coders was able to solve the issue using a custom IK plugin solution so it can be fixed but the bridge being so new I would expect as time goes by better solutions should be provided by Epic as the Genesis is a logical replacement for the Epic rig. ![]() Next is to post a ticket to Epic’s bug tracker but not being a bug should be presented as a feature addition to what has already been done as far as joint locks. The G3/G8 rig uses a parent,child,parent, child configuration so when a 2-bone IK is added the twist bone will rotate relative to it’s parent, which causes the broken leg issue.Īn easy type of fix is to re-parent the twist bones in the same configuration as the Epic configuration but would require targeting the animation to the new configuration. This allows the upper and lower leg to work right with the 2-bone IK as the twist bone can rotate independent from it’s parent. Video Attached.Įpic uses a parent,parent, child, child configuration where the twist bone is a child of the parent joint above it. I want to lock these bones in place with no bending. The Limb Twist Bone are Bending and distorting IK handling. However, Daz3d Genesis 8 TwistBones has PROBLEMs with IK. Daz3D to Unreal Bridge is pretty Awesome.
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