I’m creating a laser gantlet with swinging beams (see link). The final destination is UnReal Engine. Even using the DataSmith, UnReal seems to be confused by the path the beam is tracking. The polygons come in, but the animation is missing. I tried baking as Alembic but that only seemed to make things worse. NOTE: I’m a beginner in UnReal, so I could be making some basic mistakes just getting through the door.
My sense is the DataSmith is struggling with the tracer tracking animation. So I’m wondering if I should try to create something using PoseMorph or another approach to get keyframes I can bake (baking the Xpresso controls doesn’t capture the geometry changes). I haven’t had good success tacking a spline point to an object and pulling the spline along after it - though that may be more understandable by DataSmith.
Any suggestions you have re: animating a laser beam to follow the contours of another object would be most welcome!
OK - Success in all respects EXCEPT how to get the mesh to deform and follow the goal - i.e. squash and stretch. The joint stretches, but the mesh does not. Is the secret switch in the skin, weight tag, or the bone? I’ve checked and re-checked all the settings and they all appear identical to your sample. But the mesh doesn’t squash or stretch. So something is turned off.
Seems like it should be in the skin. But what do I know?
OK, I have explored every nook and cranny of the Squash/Stretch tab in the IK tag, and from my ambulations my sense is the key is in the “Type: Position” attribute, which in my instance does not induce the effect as advertised. The IK attributes in the individual joints (which I understand affect performance of this setting) are set to be identical to the demo model.
The only difference I can see between my version and the demo is the number of polygons in the mesh. But subdividing doesn’t change anything.
To keep the forum readable, please no new questions with different topics in the same thread. Thanks. Since you asked:
Game engines typically try to have the least amount of load for the rendering, e.g., the polygon amount should be as low as quality allows. Similar to that is the idea to use only the positive normal direction of a polygon and ignore the negative one (typically called the backside)
So for your laser, the single side means that the effect is like “Backface Culling,” with the effect that you see only the polygons closer to you of a given object. So you don’t have two Polygons adding an effect, just the front one.
If I’m not mistaken, Unreal has a node for two-sided materials, with an extra node to feed the alpha channel to make the node working two-sided.
This should be a question for the Unreal Forum. Always try to get first-hand information. Adult training is typically first unlearning, then instructing what was intended to be learned. I really don’t want to contribute to that, with perhaps data that is already updated in Unreal.