Duplicate with dependencies
If the 3D Frame doesn't show up, hit the play and record IC to see the duplicate in place of the original.
If the 3D Frame doesn't show up, hit the play and record IC to see the duplicate in place of the original.
Many particles - i.e. more than 40 are expensive to render. My .vmo and .cmo no longer play in the browser. This is from the graph-like button near the playback buttons in VIRTOOLS.
I'm finding that textures from High End 3D are lost when I import them into VIRTOOLS. This is either due to some texture setting or not baking the textures onto the object. I hoping - not now - but at some point in the future researching how relection would work.
I'm finding that FK animations imported into VIRTOOLS don't seem to scale, even when ICs are set, maybe there's some other way to do this.
I'm trying to get a perfect circle with evenly spaced nodes. I tried tracing a round 3D object but that doesn't really seem to work.
The work-around for this animation was to leave part of the rings "character" as a 3D object and use the "Play Animation 3D Entity" BB under 3 Transformations>Animation
Here I'm running into a problem with the "character" animated in MAYA. There are two separate moving parts, but the VIRTOOLS MAYA export only views one of the parts as a character animation and the other as a 3D object. Maybe the best strategy here is to export each ring individually as a character. To get the animation to start, I used the "Character Controller" Building Block and set all the parameters to the name of the character.
Using the "Move to" BB - setting the Destination Referential to the 3D object causes it to move infinitely. I am using a 3D frame as a Destination Referential, but need math to move relatively each time.
The script can handle multiple feeds - somewhere along the way the test building block got copied. I am up to 12 database feeds with decent performance.
I'm using "curve follow" and "position on cuve" as a script on a rotating camera. When I translate the curve, the camera attaches automatically, but the XYZ direction doesn't follow. I'm going to try and set ICs on the curve once I rotate it to see if the camera positions itself correctly.