Search results for "64fac9da2b67f84cbf57f9b7e2472ccb" in md5 (2)

/v/ - Friendly Dev Progress Thread
Anonymous No.723250982
>>723248341
Sure man! It is a little bit of work but it involves importing the meshes and cleaning them up such as selecting all outside faces and deleting all duplicate ones, and separating parts based on my leaderpose components such as the helmet gauntlets, etc. Ill use knife cuts to try and get the smoothest break between pieces, separate, dupe, then re join and merge by distance the original parts i edited with the extra piece still separate so i can cut say the forearms lower and set weight paint to match the small overlap on the gauntlets. The leggings are static and I just swap the materials for each set. This makes cutting the boots seamless as long as I get the leggings merged in the center and under each armor set.
Chest pieces i cut out all the inside and trim around the thigh armor pieces to make room for the leggings.
Normally I use A-pose figures as they tend to deform the least. I separate major parts, bind everything separately to a skeleton then set weight paints on everything in a specific group. So leggings dont get groups for a hand for example. This way the armor doesnt stretch weird. Then i combined all the larts that arent meant to be separated lioe the pauldrons and shoulders but this helps with animations.
Unreal has decent sculpt tools and I can see my edits in real-time on my actor so I know what I need to tweak, to help with clipping.

Code is 95% me 5% asking ludus/google for help on a roadblock. Like I figured out how to scroll up and down in my inventory and built checks to scroll all the way up or down without rollikg over the item index (causing a huge leap to the top). Ludus helped me stop scrolling when off the scroll box when scrolling through equipment slots by building child-parent references to the widgets in question.
Here is the whole targeting code. Too small I know.
/g/ - /gedg/ - Game and Engine Development General
Anonymous No.106851857
I spent time working on enemy distance targeting and added and check that compares distances between enemies and the player and always targets the closest one as the first. It also has a max distance float that may tag actors but wont add to the array of targets if beyond the float threshold.