Erick knows... (Y)
For the time being, I was refering to u4=maya as they both have strange
workflows. I.e. importig a skeleton mesh on one file, then the object's
mesh from another.
They decided it is the best worklow to pile up things, that really should
only show 1 file with it's hierarchy....

But ohh...let's make this complex...yeah...that button:import MESH, and if
it contains a skeleton, nah, sorry that's gotta be filed on another folder.
Conceiving unique skeleton anims/rigs for enemy bosses, well..sorry 6
legged rig sleleton is parted from a 6 meshed char...just in case a biped
wants to use animation...yeah...let's make the importing dialgue be this
standard...

One goes to think:whatta?
On Aug 27, 2015 7:31 AM, "Eric Turman" <i.anima...@gmail.com> wrote:

> Blueprints strike me as nothing more ground breaking than node-based
> prefabs--gimicky; I'm not sold. For the time being, I'm sticking with the
> more generalized platform of Unity.
>
> On Thu, Aug 27, 2015 at 2:51 AM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
>> UE4 like Maya? you kidding?
>>
>> Unity philosophy, if you want to create basic stuff, is "You have to code
>> that" or "There is a plugin for that" which can be applied to both Maya and
>> Max...Blueprints in UE4 is one of the greatest thing I could've hope for
>> since Unity is all expect artist friendly :)
>>
>
>
> --
>
>
>
>
> -=T=-
>

Reply via email to