![]() I don't think there is any use for particles as they are used in CGI (as physics simulating objects) in paradox games. I really enjoy looking into other people's workflows, so will be interesting if you create something. Oh did I mention that you can create a complex animation with them, then advect fluids based on their position and velocity information? Creating really outstanding animations that without particles would be impossible to achieve! On the whole particles are nothing more than points in space that carry attributes, but they are soooo flexible and can do a multitude of tasks.įor example, particles can be used for fire, smoke, create tornadoes, create glue bonds for dynamic fracturing, pass attributes from them to other geometry based on distance, deform geometry like cloth the list is endless.so is learning about them and what they can do xD Particles are one of the most fun parts of 3d/CGI. I've been into modelling/CGI since 2005 and I know a well written piece when I read one. ![]() ![]() dae and maybe also flipping my normals? Weird.ġcodemaster that is a very comprehensive tutorial, well detailed, well written and greatly appreciated by many people. I think the key might have been selecting all my scene mesh objects and then exporting as a. Importing it into Maya doesn't reveal any issues either other than that the mesh might be backwards but that doesn't explain the size discrepancy.įake Edit: As I was writing this, somehow everything now works and I don't need to use Maya at all? I'll have to examine this further. dae file back into Blender reveals nothing obviously wrong. I played around with rotation and normals and I managed to recreate the messed up and distorted issue from earlier, where it takes up most of the right side of the "room". So going back to this, so while exporting my mesh via Jorodox, and then importing it into Maya with the other Paradox Maya Mesh Exporter/Importer, and then reexporting it with some adjustments "works" ideally I'd like a 100% blender workflow assuming the issues are related to some mistake I made in Blender. This is just the start but now I have a workthrough figured out for animated portraits. cae file into Maya using the other Maya Exporter/Importer rebind the skeleton, inspect/double check my textures, flip the uvs/normals and then reexport it and it works! Using PdxMeshPortrait in Jorodox seems to have fixed the weight highlighting issues from earlier. Begs the question as to what I did to originally so that it showed up originally but who knows at this point. I think somehow my mesh from Blender using Jorodox just ends up with backwards UVs (or backwards normals) hence why it wasn't showing up. dae into blender shows no change, my suspicion might be something weird with the bones or something else?Įdit: No idea what I did but now nothing is showing at all.Įdit: YAY!!!! I think I figured it out. Putting in PdxMeshPortrait got rid of some weird highlighting, my image is still distorted but at least I can now make it out, which I suppose it progress, importing the.
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