booyah

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Tynan

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Jan 13, 2003
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I had to go through the arduous process of opening 3dsmax5 to figure this out.

My model with the coat is 2150 polys, The guy without coat is 1238 polys.

They're headless models, though, so the head adds another 250-350 polygons.
 

Animus000

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Nov 23, 2003
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are you talking about in editable poly mode or editable mesh?? (quads, or triangles) cause in editable poly my guy is only 1320
 

Animus000

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Nov 23, 2003
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sorry wormbo, but no one really goes in the modeling forum... : ( so I just posted it to anyone who might want to see. hope it's not a problem : D But it will be the model I'm bout to code into the game... so anyone know anything karma hair???
 

[SAS]Solid Snake

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Jun 7, 2002
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I've fiddled with using Karma for hair, but it isn't a really good thing to use Karma for hair.

The ragdoll simulation isn't ideal for hair since you cannot directly change the location of the hair using just SetLocation as this doesn't add any forces on the hair ... which looks odd since the SetLocation means is what controls the hair movement.

However this is a while back, and I was still using older coding techniques then and I've learnt a fair bit.

However I don't think it is good to use karma for hair since it is an unneccessary waste of CPU power on the client.
 

Wormbo

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Jun 4, 2001
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Animus000 said:
sorry wormbo, but no one really goes in the modeling forum... : ( so I just posted it to anyone who might want to see. hope it's not a problem : D But it will be the model I'm bout to code into the game... so anyone know anything karma hair???
Your point being?
This is a coding forum and we also have a modelling forum for a reason. Suddenly asking a coding-like question won't make it better.

...and the karma hair thing:
In UT2k3 there are Karma (for static meshes) and Karma Ragdoll (for skeletal meshes), but both are useless for a player model. Dead players use karma ragdoll and if they have hair, it uses the ragdoll physics, too. Other than that you can't take advantage of ragdolls, especially not only for parts of a model.
 

Animus000

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Nov 23, 2003
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hmmm.... what if I put the hair as at attachment, and then it had movements based of the characters movement. cause look, it's not actually attached to his head....
 

Attachments

  • ear.jpg
    ear.jpg
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Animus000

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Nov 23, 2003
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is it possible for Unreal Script to program the movement of certain vertices on a 3d model???

like if you're running forward make vertices 20 - 50 flow backward....??
 

chip

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Nov 14, 2002
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Animus000 said:
is it possible for Unreal Script to program the movement of certain vertices on a 3d model???

like if you're running forward make vertices 20 - 50 flow backward....??
no. this requires either vertex animation or skeletal animation in the original model. you can call anim sequence play functions from Unreal Script, but the actual animation is done externally.
 

chip

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Nov 14, 2002
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[SAS]Solid Snake said:
You can use timer or tick function to produce animation slowly by changing SetBoneLocation SetBoneRotation. This animation will not be good or smooth (as it is framerate dependent) but it will be dynamic.
if i understand the functions correctly, this will be useful only for the vertices already bound to the bones being influenced, so the vertex control is indirect, right? sounds like an interesting way to tweak the anim sequences, but for what Animus asked about, wouldn't making the effect a "standard" anim sequence be more efficient?
 

chip

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Nov 14, 2002
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sounds like a good technique to make the anims more naturalistic -- a combination of a pre-animated sequence modified by in-game conditions. that's one for my notebook for sure. thanks.
 

Animus000

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Nov 23, 2003
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I did read that udn article, so you are suggesting I give different sectons of the head different bones??