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Daz unreal
Daz unreal




daz unreal

So you'd have to swap it and swap it back. You can't use the recompute normals graph as the main graph. But I have no idea how you would use it in a conventional workflow.

daz unreal

I created a DQS recompute normals graph as well. I will make 5.1 look more like 5.3 so that the normal recomputations can work and I'll make the default deformer work.Įdit: I updated my pull request so that the SkinningFormat flag is passed in the same manner as other rendering flags.

daz unreal

However, I will try to add it on my own branch. But I'm now thinking I should give it a shot.Īs for the default graphs, it looks like this will be implemented at some point by a UE developer, so I'm not going to add it. I didn't do that originally because the task seemed daunting with 5.1 looking vastly different than 5.3. So you just set the graph and it knows what kind of skinning shoud be used. The more I look at this, the more I want to put the skinning type (LS or DQS) on the graph itself. I've only seen two places that even ask for the interface. Nothing calls the method that uses those defaults. The defaults in the project settings look like it's a completely new API that hasn't been hooked up yet.






Daz unreal