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Showing results for tags 'path'.
I've been struggling to get the scale correct when importing a world transform path. I want to create a path for a character to animate around a race track and it needs to be 100% precise of course. Here's how I'm doing it at the moment. 1 I create a spline path in Max using the same race track .fbx geometry that I use for my environment in Unigine as a guide 2 I animate a box along the spline 3 I export the box via Unigine Path Export (*.PATH) scale: 1.0, from frame 0 to frame 100 4 in Unigine I create world transform path (import .path file) The scale of the imported path is massive. I've tweaked and tweaked the export scale settings but to no avail. it's either a little bit too big or a little bit too small. At the moment I'm exporting the .path file at a scale of 0.01 but it's a little too big. It would be great if I could simply scale the path in Unigine. Any suggestions?
Hi, I'm using Unigine version 2.0-beta2 on Windows and while the new browser is great, I had a couple of issues when creating and deleting projects. When you create a new project, if the path contains special characters, you get a "Project path field invalid" error. I think the message could be clearer and display the list of forbidden characters. I did not find it in the documentation either. The second issue appeared when I created a new project by mistake in my Documents folder. I tried to delete it by using the "Delete" button in the "Other Actions ..." option of the "Projects" tab. But what I did not expect is that it would delete the whole folder permanently. Once again, I think the warning could be clearer. Instead of "Are your sure that you want to delete the project?", it could be "Are you sure that you want to permanently delete the project folder and all its contents?". Or maybe "Delete" should just move the contents to the recycle bin. Thanks !
I've created a fully working UnigineScript plugin for Unigine and when I built it, I tested it against what I call the 'Editor SDK' which was through the Browser > Tools > Editor. Everything works in that particular binary. I've since given the plugin to another member of the team and when he runs it through his local project it crashes Unigine. I'm sure it has something to do with paths, but I don't understand the difference between how the file path works in the launchable editor vs. when you build a project. Furthermore, why are these treated differently?
I created an animation with a dummy and a spline in Max 2015 , then I exported with Unigine Export Path . Once placed in the scene makes no animation . If I do the same process in Max2013 and exported as .spline , works perfectly in earlier versions of Unigine . What is the correct process of creation to include a World transform Path in my scene?