mmilne

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Última actividad de mmilne
  • mmilne hizo un comentario,

    I'm using the fabric animation in realtime and less polygons produces a higher frame-rate.  Here's an example of how I've been using CLO fabric animation for realtime web https://punkoffice.com/tra...

  • mmilne creó una publicación,

    I'm aware that increasing particle distance on fabric can affect collision but I need a large particle distance to reduce polygon count.  I'm wondering if there are any other ways I can completely ...

  • mmilne hizo un comentario,

    Ok, thank you for your response. I'm already aware of the use of blendshapes (morph targets) as a workaround.  I was hoping to avoid it, especially when exporting an OBJ Sequence, 'cos that means I...

  • mmilne creó una publicación,

    When I import an OBJ as a garment, do some simulation on the avatar, then export the garment as an OBJ or OBJ Sequence, the UVs are completed garbled.   How do I preserve the UV mapping that was wi...

  • mmilne hizo un comentario,

    Well I know you have the normals data available because it gets exported into the OBJ Sequence.  Also, Alembic files are able to store normals.  You're sure that the normals data that is calculated...

  • mmilne creó una publicación,

    There are a few options for exporting the garment animation: Alembic (HDF5) Alembic (OGAWA Maya Cache (.mc) Maya Cache (.mcx) Point Cache 2 MDD Cache (Standard) MDD Cache (Maya/3ds Max) OBJ Sequen...