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    Answered Wrong position/scale when importing in Clothing Creator

    Ooooh. Yeah that tracks. Thanks! I spent over two hours trying different things.
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    Answered Wrong position/scale when importing in Clothing Creator

    I'm doing something wrong, but I cannot figure out what. Everything I import is supersized and above the Person. I had it working some months ago, so I must be forgetting something. Rereading the guides I followed hasn't been fruitful. My process probably has some unnecessary steps as they're...
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    Question Creating smooth morphs that affect both main body and genital model.

    I've found the specific vertices that won't be affected by morphs, for some reason: Female morph or female gen morph both won't touch these. No idea why.
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    Question Creating smooth morphs that affect both main body and genital model.

    I've been making morphs for a while, but genital morphs eluded me. I've figured it out today, but sadly it did not fix my main reason for learning how to do it. If I want to create a morph that affects the area between the lower abdomen and pubic area, I get ugly geometry from the sudden stop...
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    Answered Detach root node for objects? Not persons. (Thread is now a CUA journey)

    I've looked at yours, and it doesn't respond to XYZ movement either, only rotation. Not sure how to crack it. It's much like what I got, except I got another empty acting as a joint at the top of the handle. So it too acts realistically in the hand of a person. Top parent "lantern" is an...
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    Answered Detach root node for objects? Not persons. (Thread is now a CUA journey)

    It's done. Happy with the results. Glass is nice and transparent. Jiggles are great (they mostly seem to happen once the root node comes to a stop though). Gonna make some enemies with the choices in this scene. Next step would be to write a plugin so you can configure the point light from...
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    Answered Detach root node for objects? Not persons. (Thread is now a CUA journey)

    Only 2MB. But if verts affect the physics that's probably it. Will look into reducing it. I'm pretty happy with where the physics are now. But I'm not sure if it was the result of reducing the verts by about 50%, or just dialing in the right mass & angular drags. Plus adjusting the colliders...
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    Answered Detach root node for objects? Not persons. (Thread is now a CUA journey)

    Not great. Need to create a proper alpha texture for the glass. And the physics are still floaty; they take forever to settle.
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    Answered Detach root node for objects? Not persons. (Thread is now a CUA journey)

    I mostly got it now. My problem was I had a third body in play for the glass in order to make it transparent. But fix jointing it to the base only caused physics issues, plus it got that classic CUA delay when moving fast. Without it it works. edit: I now know what to do about the glass too.
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    Answered Detach root node for objects? Not persons. (Thread is now a CUA journey)

    I'm so close, but can't get the physics right after an hour of messing around. It's moving in molasses. Adding colliders helped but not there yet.
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    Answered Detach root node for objects? Not persons. (Thread is now a CUA journey)

    Yeah I'm giving it all a quick look in Unity and Blender with a model I found. Looks doable. Got something to work on when I return home later.
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    Answered Detach root node for objects? Not persons. (Thread is now a CUA journey)

    Nice work! The hack with multiple shapes was like a stack of cards, and it fell multiple times while I was trying to work it into my animation. I wasn't even aware CUA's could get so advanced. Clear that I also need to learn more Unity.
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    Answered Detach root node for objects? Not persons. (Thread is now a CUA journey)

    Damn, a whole washing machine huh. Yeah the cone was actually the first I tried, but to make the collision on the sides look right I had to make it so tall it would collide with the hand. But I haven't tried the combo you got. Looks promising, gonna go try that as it's easier than launching...
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    Answered Detach root node for objects? Not persons. (Thread is now a CUA journey)

    I can't access your profile to find your resources. I like what I'm hearing. I don't have the model, but I'm using this: https://hub.virtamate.com/resources/lantern-free-content.4555/ And the source must be this: https://polyhaven.com/a/Lantern_01 I'll give it a go in Unity. Your clues are...
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    Answered Detach root node for objects? Not persons. (Thread is now a CUA journey)

    Below is an example of experimenting with creating a pivot/handle point. The problem is the pivot/control of the ISTube being in the center. If it could be detached and placed above, I imagine the physics would be applied accordingly. But I don't know. I might have animate it swaying by hand.
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    Answered Detach root node for objects? Not persons. (Thread is now a CUA journey)

    I'm animating a CUA hurricane lantern in my scene. Using a ISTube to give it physics and collision around the metal body. But I'd like to move the root node to the handle above the body, so it pivots around from gravity correctly. It looks like it should be possible, as the option...
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