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Topics - Amanda_Brooks

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Animation / Synchronizing Multiple Rigs
« on: Aug 01, 16, 10:24:20 PM »
Have any of the projects here managed to get synchronized rigs working properly? We have a 2-rig test model - body + hair - that we want to get set up in the engine, but we need to know how to set up synchronized rigs for the animations.

General Discussion / Thanks to the HE Team
« on: Jan 25, 16, 02:38:45 AM »
This is just a message of thanks from our project to the HE team for all their hard work and dedication during the recent difficult period, and we're we're looking forward to seeing the engine continue to develop this year and beyond.

General Discussion / Project Updates
« on: Jan 11, 16, 08:13:34 PM »
This just posted out of curiosity - while we're continuing to develop our project - "Heroes and Villains" - we'd also be interested to hear how all of the other current HE projects are currently getting on - so feel free to post any new updates for yuor own projects, no matter how small they might be.

General Discussion / Suggestion/Request - More Water Node Shapes
« on: Dec 14, 15, 06:01:12 PM »
Would it be possible to get more water node shapes beyond the current square and circle? They cover most of the natural water shapes that might be needed, but for more formal water shapes like fountains and pools, being able to create semicircle, quarter circle and triangle shaped water nodes would add a lot more flexibility.

General Discussion / Suggestion - White Box Exporter
« on: Sep 28, 15, 10:12:17 PM »
To help with world building and general model making and planning, would it be possible to get some sort of exporter for the white box meshes in the engine, so that they could be exported as multiple or grouped obj files that retained their in-engine scaling and positioning?

Now that we're able to individually adjust the glow properties of each texture in the material editor, would it be possible/practical to add a pair of sliders for each texture to let us adjust the specular and the normal maps in the same way that we can adjust them for each ground texture in the terrain panel?

General Discussion / Quartz F Update
« on: Jun 21, 15, 11:51:04 PM »
Will the new Quartz F update require a full uninstall and install again, or has that issue been fixed in the patch?

General Discussion / Quartz E Update
« on: Jun 10, 15, 04:29:44 PM »
For the new update tomorrow, should we do a full uninstall of all the current HE software first, or just overwrite it with the new version, as the last update caused a few problems without a full uninstall first?

General Discussion / HGM2OBJ Crashing
« on: Apr 27, 15, 10:39:46 PM »
Has any other project had trouble after the recent update with the HGM2Obj utility crashing as soon as it's used? We're getting an error message the moment the program says that it's saving the mesh.

Art & Art Pipeline / DX11 and Maximum Bone Count
« on: Feb 01, 15, 10:06:50 PM »
We're still working on our basic universal rig for all human and humanoid characters, and we're wondering if there are any plans to increase the maximum bone count beyond 75 when the engine is updated to use DX11?

Art & Art Pipeline / Node Not Loaded
« on: Dec 11, 14, 03:26:24 PM »
We've run into a problem with exporting one of our models into the engine - we've been trying for more than 2 weeks now, and we've tried everything that we can think of.
It's a modular model, because of its large size, and when we export an individual part, we get a "node not loaded" message beside it in the asset panel, and the error window says that it does not have its base 0 LOD, and that the hgm has no models - but the weird thing is that when we export the parts as a single mesh, using the exact same material, the model shows up just fine in the engine.
Any ideas as to what might be causing this?

General Discussion / New Billing System and Pipeline?
« on: Nov 07, 14, 02:17:37 PM »
In this news post here there's a reference to a new billing system and pipeline - https://community.heroengine.com/forums/index.php?topic=5613.msg30969 - this is the first that I've heard about these - are there anymore details available?

Art & Art Pipeline / Blendshapes in the HeroEngine
« on: Sep 30, 14, 08:29:18 PM »
Would using a Maya facial workflow to create blendshapes for animating faces work ok in the HE? Or is there something else that we'd need to do first to our NPC head meshes to set them up for its use?

General Discussion / HeroEngine and Game Ratings
« on: Sep 15, 14, 08:50:28 PM »
Does the HeroEngine have any policy on game ratings for games hosted on their servers? As in only allowing games that have an ESRB rating, or only only T rated games, and so on? Or is that sort of thing left up to each project to decide for themselves?

Design & World Building / Grass Density Discussion
« on: Sep 11, 14, 03:10:11 PM »

That's some quite heavy use of dynamic details for the grass - how's the performance been in those areas?

EDIT: I put in a link to the original video.

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