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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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Answer by kburkhart84

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...

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Answer 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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Answer by kburkhart84

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...

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Answer 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...

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Answer 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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Answer by kburkhart84

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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Answer by kburkhart84

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...

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Answer 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...

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Answer 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...

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Answer 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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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...

View Article

Answer by kburkhart84

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 Article


Answer 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...

View Article

Answer by kburkhart84

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 Article


Answer 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 Article

Answer 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...

View Article


Answer by kburkhart84

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...

View Article

Answer by kburkhart84

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 Article

Answer 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 Article
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