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Post by sbdjazz on Jan 16, 2017 19:08:24 GMT
How can I make a skin mesh face the camera. Like only one side of the skinmesh is visible to the camera, even when I try to look at it from different direction, I will see the same face. Like this hologram bellow:
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Post by GH Games on Jan 16, 2017 23:29:23 GMT
If you mean what I think you mean, you will most likely need a Script my friend. I am going to be doing some scripting tutorials on my channel soon so check them out if you want to learn In the meantime, you could try show/hiding skinmeshes based on what angle the player is facing when they are near the "hologram."
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Post by indiedev on Jan 17, 2017 1:55:33 GMT
it will involve a script getting player location and comparing that to object position to set it's orientation, or scripting this may do it:
iObjectChildTransform(OBJ_X,OBJ_Y,Vector3,Vector3) Set angular/linear offsets for a specified object (the child) using the local space of another object (the parent) as a reference. OBJ_X = parent object handle. OBJ_Y = child object handle. Vector3 = angular offset (vector components are Euler angles, x, y, z). Vector3 = linear offset.
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Post by Famer on Jan 17, 2017 3:09:22 GMT
Hey, instead of the Skinmesh, you can just use some sprite!...
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Post by sbdjazz on Jan 17, 2017 5:16:05 GMT
Hw do I resize the sprite according to distance?
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Post by Famer on Jan 17, 2017 8:08:08 GMT
Why do you need to resize it? I mean, it should indicate the place right? But if you want to resize it, sorry, I can't help, because I tried scripting, but size is not one of Sprite's internal parameters... That's why I can't resize it through script...
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Post by indiedev on Jan 17, 2017 9:23:56 GMT
forget sprites, they are only fixed to 2D screen or used as 2D backgrounds, not placed in 3D locations. and read the script help file next time famer:
void iObjectScaleSet(OBJ_X,Vector3) Set the specified object's scale. OBJ_X = object handle. Vector3 = scale. NOTE: this function will only work with objects that support dynamic scaling setting, like SkinMesh, Sprite, etc.
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Post by Power Supersport on Jan 17, 2017 10:44:37 GMT
It's BILLBOARD, my mate... Go to skinmesh and choose Mode -> Billboard or Billboard (Vertical) depending on which one you need... Otherwise, any script you suggest will break the effect if you use 2 cameras on different locations, rendering at the same time... With billboard the skinmesh will be displayed equally on both cameras... Strange, isn't it?
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Post by indiedev on Jan 17, 2017 11:09:21 GMT
i always wondered what billboard was for [advertisements?], but never tested it since i don't need non-standard things yet. so basically it's like sketchups 'face me' 2d tree effect, good to know, thanks PS . --------------------------
edit: rad help- 'For example, if you render your flat, partially transparent SkinMeshes as billboards, enabling Depth sorting is the only way to avoid visual artifacts where they overlap.'
this may solve the issue seen in ace strategy where palm leaves glitched each other, but a while ago i tried using depth sort + standard skinmesh and it didn't solve the issue
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Post by Power Supersport on Jan 17, 2017 11:51:07 GMT
Shadmar's vegetation shader is the best suggestion here... Depth sorting does a little, but it's not enough when there are more than 2 overlays... They still glitch...
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Post by sbdjazz on Jan 17, 2017 12:16:15 GMT
Thanks dude. Power Supersport. I just got what I need.
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Post by DedTed on Jan 17, 2017 12:27:55 GMT
You just need to set the mode in the Skinmesh's property panel to Billboard.
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Post by Famer on Jan 17, 2017 12:29:41 GMT
Man!!! I've used billboard before, like 1 year or so.... and know what? I used it horizontally, so, I just kinda forgot that it can act the same way even vertically... Congrats Power Supersport mate! #I'm dumb...
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Post by indiedev on Jan 17, 2017 14:06:55 GMT
Shadmar's vegetation shader is the best suggestion here... Depth sorting does a little, but it's not enough when there are more than 2 overlays... They still glitch... my tests didn't involve trees, but trans fences + water, hence no vege shader used, in this example splitting the overlapping fences from 1 single mesh to several cross-section meshes and enabling depth sort on each one i assume would also work, as it would increase the overlay limitation you mentioned if it's per skin. that would also explain why some palm branches in ace glitch while others don't [palm likely 1 mesh with depth sort on, if 6 branches it should be split to 3 meshes x2 =6 overlays] cheers PS - this issue has been bugging me a while, thinking rad was severely limited with trans but there seems now a workaround! [with some more testing of course]
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Post by sbdjazz on Jan 17, 2017 14:21:32 GMT
Lol! That doesn't make you dumb Famer. It happens...
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Post by Famer on Jan 17, 2017 16:02:57 GMT
Everyone has to be dumb at sometime... But thanks to people that not everybody is dumb at everything so we could get some help...
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