UK
Joined July 2009
Replying to @Dener3Dartist
I also found you need to either only added a new multimesh instance if it doesn't exist. Also I found when reopening a scene if wouldn't append the current multi meshes. So I added this:
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Replying to @hmans
If you want to import custom collision shapes you need to add the suffix _colonly I tend to parent it to the mesh like so:
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Trying out the new control rig system in #ue4 4.26. Baking animation to the control rig is super useful. Additive keying also works, however there seems to be a bug with auto keying on the additive layer. If anyone else has tried this let me know! #mocap #rokoko
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Finally got my rain occlusion shader working! Took a fair bit of trial and error! #GodotEngine #shader #gamedev #godot #indiedev
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Replying to @CloudColonyGame
@CloudColonyGame Just completed Escape: The Cabin. Took a fair bit of observation! My time once I eventually figured things out.
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Gave @Leukbaars DreamUV a go with a trim texture I've recently made. It works so well! Super handy for trims!
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Week 4 of #blender52 "Laser" #b3d @blenderfiftytwo Pretty fun challenge to figure out
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youtu.be/YqIgygTzO4E just finished my #LEGO Christmas creation in time for the #LEGOMasters special!
#Lego Christmas Creation! Took me easily 10 hours to put this thing together. Bit uncanny... youtu.be/YqIgygTzO4E?a
Simple material scanner built from Lego @Allegorithmic Inspired by @Daverig 's work. #substance youtu.be/g1AomtO_-Yk?a
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New #Lego Technic Video Building Muravi's Small Forklift! youtu.be/pgflizXs5g8?a
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Testing out #b3d #eevee Looking good. Need split edges support though! Also if developers want to use this model for testing, let me know.
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