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  1. I've been experimenting with the Unigine Community edition (Very excited to be able to use it, finally), and I have come across an issue that I cannot seem to resolve. I am attempting to use a Mesh Water node to simulate a lake. Tuning the displacement parameters, I can get a decent waveform, but when I try and use the direction parameter to change the orientation of the wave, the surface becomes broken and noisy. My models are exported from 3DS Max, and have their transforms centered at zero and scales at 100%. They are simple planes with a large number of segments. In Unigine, I have th
  2. Hello everyone, I am trying to make a camera that can rotate left and right in world space, by holding the middle mouse button and dragging. This is the first thing I've been trying to make in Unigine. It works for a while but it has an issue, where the rotation slowly causes the camera to look directly into the horizon once it gets there the rotation also starts to roll the camera until a 90 degree roll is realized. The camera starts at coordinates 0,0,0, rotation 50,0,0. This is the code that is supposed to do the rotation. (That is inside of the UpdatePhysics-method on a
  3. WorldRotate(vec3) scales object

    Steps: -Add the following component to a primitive box -Use space / enter to trigger WorldRotate using System; using System.Collections; using System.Collections.Generic; using Unigine; [Component(PropertyGuid = "24c7af91cfafa3bcc0f32beb363ad04ec4089b55")] public class BugTester : Component { private void Update() { // write here code to be called before updating each render frame if (Input.IsKeyDown(Input.KEY.SPACE) || Input.IsKeyPressed(Input.KEY.RETURN)) { node.WorldRotate(new vec3(0,0,0.1f)); } Log.Message("rotation " + node.GetRotation()); Log.Message("position "
  4. Impostors don't have correct rotation

    I've noticed recently that my billboards aren't lining up with the geometry clutter versions. There's a rotation z setting in the clutter, but no corresponding setting in the grass object to determine which of the atlas images to load. As a result, billboards for irregularly shaped foliage often appear with the wrong image, and it's very noticeable.
  5. Hello, Got some queries that formed when I was trying to understand unigine animation and skinner tool. 1. Ragdoll effect : I want to play a hurt arm animation where the gun-holding arm of an AI character is shot and hanging loosely (thinking of adding ragdoll effect on this arm). I'd also like it to use the character's other arm to hold the hurt arm. How can I keep the free arm attached properly to the hurt one? Should I be using a bone to bone attachment or something similar? Will the ragdolled arm make the attachment imprecise? 2. Character rotation and translation : Does Unigin