Your model as well as the hair needs to be decimated in order to play well in a game engine. The Decimator is in final beta testing and should be available in a matter of a few weeks.ĭAZ is also working on a texture mapping plugin that will allow textures to be combined and scaled.Īll of those plugins will be available individually as well as in an affordable Game Developer Kit bundle. The pen is mightier than the sword.You are correct that the FBX exporter is an add-on plug-in. Setting "use limits" on the Figure menu is useful here, it prevents the IK calculations from returning impossible values (looks like a wrist or ankel getting badly mangled). Other use: let the figure grip a two-handed item (a rifle, a greatsword, a broom), parent both hands to that item, and you can pose the item and the arms and hands will go with them. For example, you could parent a figure's feet to the pedals of a bicycle figure, animate the bicycle pedals and the fgiure will have a pedaling animation. Tip on using IK: if IK is turned on, you can parent that body part to something else.
Using low-resolution proxies greatly speeds up calculation (try kirwyn's free dynamic hair figure, and find out how fast dynamic hair calculation can be). When the collision detection option in an object's properties is turned on, the dynamic hair simulation will try to prevent hair from penetrating that object.Īgain, the more collision objects, the slower the hair calculation will be. The "show collisions" option seems to be a little less resource intensive, and it also doesn't suffer from objects getting stuck.Īn interesting use of the collision detection option in objects is for dynamic hair. The main drawback of collision detection is its resource use, if you have a somewhat more complex scene, using collision detection will slow the system down to a crawl.
I just learned how to use collision detection like a few minutes ago.Īnother tip on collision detection: there's also a mode on the collisions menu that shows intersections, instead of preventing intersections. I know this is basic stuff but I didn't figure it out for quite a while. (This will not work if the inverse kinematics are off for the leg.) Question: How do I move the characters leg around?Īnswer: Select the characters foot and move it around using the xtran,ytran,ztran options under the properties window. Now you should be able to bend the knee by selecting the characters shin.
Now you can move the right/left hand around by using the xtran,ytran,ztran options under "parameters".Īnswer: Turn the left/right leg OFF under Figure -> Use Inverse Kinematics -> Left/Right Leg. Question: How do I move my characters hands only so that the arms follow the hand?Īnswer: Make sure that the left hand and right hand are checked under Figure->Use Inverse Kinematics-> Left/Right Hand. I tend to juggle between collision detection on/off when posing. NOTE: You may have to turn collision detection on/off in the top right menu, sometimes objects will get stuck inside each other. Try it with the right leg/left leg as well. Now go to the properties for your character's "right hand" and turn on "Collision detection", now attempt to move the right hand through the hip. Now go to the properties for your character's "hip" and turn on "Collision detection".
On the bottom of the menu is an option for "Collisions". In the upper right hand corner of the "Preview" window is a small arrow pointing to the right.
Question: Can I make the hand stop when it runs into a certain body part? Example: Making the palm stop on the character's hip automatically.Īnswer: Yes.