QuantumCoderQC

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@knowledgenude Hi, Could you please elaborate on what you mean by "neutralized"? I ask this since I did not fully understand whats the motive behind this feature. Why do we...

Okay, I believe I have understood what you wanted. And I think this is also possible right now using a simple logic node setup. Here are the steps assuming we...

Id like to add to @knowledgenude comments I did some testing and and found that not applying scale alone does not cause the problem in most cases. But a combination...

Hi, I just started working on this issue. Currently Iron supports having one main animation and one optional blend animation. These animations control all bones in that particular armature, even...

Hi @onelsonic, Thanks for the info. Would you be able to do the following checks and see if there are any differences please: 1. Remove ALL textures from the model...

@onelsonic Thanks for the insights. I am currently working on improving the animation system for Armory3D. Would it help fix this issue if we use `uniform Mat4 skinBones[maxBones]` instead of...

> Not 100% sure but it seems like Unity has the same issue and fixed it in 2018 : https://issuetracker.unity3d.com/issues/materialpropertyblock-adreno-devices-returning-wrong-result-from-materialpropertyblock Most reliable workaround is to use unsigned integer variables for...

yes, I think using uniform buffers here might be a better option. Not sure how one should link this though. The current linking is defined here https://github.com/armory3d/armory/blob/55cfead0844923d419d75bf4bd677ebed714b4b5/blender/arm/material/make_skin.py#L14 Should this remain...

>It looks like the world position of the sphere is used as a relative offset to the cube in some way. Yep, this is exactly the problem

This is not a bug, rather a misuse. For the IK to work, you need to have at least one action in the NLA editor of the Armature. Just crate...