Speaking of which, do you still have the stud.io files? Or at least export them to .dae file?
Makes it easier to port to Blender, which is then easier rig & to port to a game engine.
That’ll help with getting game assets. I mean it’s theoretically possible to use the free animal animations from the Unreal store, and retarget it… and maybe I’m crazy enough to try it on one of the rahi (but only as practice for when I make my own fan game with my own rahi)… maybe
I also added the dae files, but I’m not sure they are usable. Maybe I don’t know how to procede to export correctly a set, but I obtain something like this when I imported them in Blender.
You’ve got to release them from their subgroups before exporting to .dae. That way, it’ll be in the correct relative position to each other. Basically, NO SUBGROUPS BEFORE EXPORTING.
I know from experience (because I’ld rather port my stud.io MOCs into Blender than port my custom masks into stud.io).
It was the case for the Gafna (no subgroup at all), but it had still this problem. I’m a bit confused. Isn’t there another condition to allow the good orientation ?
I don’t have time to look into this, but… since VNOG is a grid layout, it should be theoretically possible to extract the data from VNOG as an array.
Then find a way to feed that data into Unreal and its procedural systems. This should both apply globally (the entire VNOG map) and locally. Once that’s done, then it’s placing in “furniture” like trees, etc.
Theoretically possible…
Update… I think I’ll let this screenshot speak for itself. Thanks @Rothanak
Also, @MooCowsRock is snooping into the original VNOG code.
EDIT: To anyone looking, does anyone know a way to procedurally generate the marble patterns like on Hahli Inika? Especially in Blender? Cause it’s not just a smooth gradient. There’s a bit of swirling at the gradient.