Answer by kburkhart84
I finally stumbled upon a post in the Blender/External Tools Section of the forum [here][1]. Basically, the model was doing the "default-take" animation from Blender, and the solution was to force it...
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I'm no expert on cameras, but let me get you started. Think logically what you want to do. If you look at the player directly, it will do exactly that, which isn't what you want. Instead, you want to...
View ArticleAnswer by kburkhart84
Much of the stuff can be used in Unity, just not directly via the materials tab in Blender. For example, you can bake a normal map in Blender via a traditional pipeline(either sculpting and retopo or...
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Getting the PS3 controller to work has nothing to do directly with Unity, as Unity uses the underlying OS API to access the inputs. So if you can get the controller working fine with windows(in the...
View ArticleAnswer by kburkhart84
Your problem is likely stemming from the use of "static" which can indeed be evil. As a quick description, it kind of forces there to be only one of something. For example, if you have a static...
View ArticleAnswer by kburkhart84
![alt text][1] [1]: /storage/temp/34881-blendshapesolution.jpg I can't believe this. Once again, I find a solution to my own problem, though it makes no sense. I'm not completely sure as to why this...
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The easiest way is to create a vector2d from the 0,0 to the mouse position. Figure out the angle it is pointing at using the angle function of the vector2 class. Then you have to make a decision. Which...
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I don't know about materials working in that sense(though I think it can be done), but I recommend you make a quick script. It would have the public variable of a sound clip. Then either you can call...
View ArticleAnswer by kburkhart84
Any given plane, unless you make a double sided shader, will only show from one side. This is actually by design. The easiest solution is to make both sides. Instead of a single plane for a side, you...
View ArticleAnswer by kburkhart84
You should find what you need in the mesh renderer settings. There are settings for both cast and receive shadows. It isn't clear exactly if you are wanting to remove the shadows on the object, or if...
View ArticleAnswer by kburkhart84
Generally, the character is not actually directly controlled by physics. The problem is that for the most part, game characters don't move all physics based like that. Your character would normally be...
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