For now there are few maya exporter for GLTF. I tested 3 maya exporter and only one exporter works great for google viewer.
http://arvr.google.com/scene-viewer-preview
Above link is google viewer and you can drag gltf file(include textures, bin and so on)
The exporter that I used is
https://doc.babylonjs.com/resources/maya
Unfortunately using controller for animation was not working.
Wednesday, January 22, 2020
Tuesday, January 21, 2020
Sunday, January 12, 2020
Character animation and root motion with InternalTimeAccumulator in unreal engine 4.
In ue4, animation node uses InternalTimeAccumulator.
For the root motion movements, we use CreateTickRecordForNode function and this function allows character moves in the game world.
When the character moves, animation of character can use different time value. Which means character animation code can use different time value not InternalTimeAccumulator.
In the Evalulate_AnyThread function, we need to set character's Pose and Curve data for displaying character.
we can use different time value for this and set Pose and Curve. In this case character can play different animation and use different root motion moves.
Normally Pose, Curve values and CreateTickRecordForNode function uses same time value. which is InternalTimeAccumulator.
For the root motion movements, we use CreateTickRecordForNode function and this function allows character moves in the game world.
When the character moves, animation of character can use different time value. Which means character animation code can use different time value not InternalTimeAccumulator.
In the Evalulate_AnyThread function, we need to set character's Pose and Curve data for displaying character.
we can use different time value for this and set Pose and Curve. In this case character can play different animation and use different root motion moves.
Normally Pose, Curve values and CreateTickRecordForNode function uses same time value. which is InternalTimeAccumulator.
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