Weekend project: By combining a 3D scan with an MRI (don’t worry I’m fine), I can now step out of my body and legitimately look into my head at my own brain.
Today we are streaming our 100th session! We've seen a total of 500+ attendances since we started, with members all across the world, who tune in every week to watch #vr#anime together in @BigscreenVR.
Big thank you to everyone who have been with us on this journey 🎉
@t_looman Sorry to bug you again - regarding your hit mask on skeletal characters, and specifically converting the world location back to the reference pose location of the hits - is this possible in Blueprint at all, or C++ only?
Today Epic is increasing the Unreal Engine Marketplace seller revenue share from 70% to 88%, effective now and going forward, and retroactively! Get the details here:
https://t.co/BCm5PYqZkR #UE4
@t_looman That's encouraging to know that it's stock UE4, gives me some small amount of hope that I could try it myself D: Well thanks anyhow, good luck with your new shenanigans!
@t_looman Also a follow up question: does your hit method use a modified UE4, or could it be done with stock / launcher version? I'm desperate to have this functionality somehow. Sorry for bugging you, keep up the awesome work!
@t_looman "In the next section I’ll explain more how the transforming from world space to pre-skinned space works." LIES! https://t.co/JyW6k6KnA8
Can only manage to accomplish this with a Scene Capture per hit. Any chance on a full guide for doing it your way rather than Ryan's?