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File: sword.png (201 KB, 1920x1080)
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Hello I'm wondering how to make this sword pointed. I tried using the knife tool, but that just adds vertices. It's entirely possible I'm retarded, but pls help.
you have to use the sword tool, duh
How about you try using the fucking catalog.
insert a loop in the middle and bring the edge forward
select all the vertices at the end
press S and move mouse inward
Threads like this make me want to start making screenshots of amateur nonsense in Maya
Why don't you follow a tutorial if you're this new?
File: sample.jpg (534 KB, 1920x1080)
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Scale the end inward.
Make and move a loop cut in the middle of the blade to move where you want the base of the point. See pic.

Alternatively, extrude the faces at the end. Drag them out a bit and then scale those faces.
You should be consciously learning before you start trying to make assets. Consider CG Cookie.
File: applyyou'reself.png (250 KB, 1920x1080)
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Glad you were able to figure it out Devin
i hope that's not for a game.
that fact that it's not one solid mesh will really fuck with the game engines ability to render it properly as it will take each mesh as a separate shadow source.
thats negligible for small games

literally just press ctrl + j

are you autistic or something?
>implying this will give the sword proper physics as a world object when this will probably be put into the source engine (gmod)
>using actual geometry for collision in a game

>implying source will understand where you placed your physics mesh upon compiling a broken mesh

please, continue.
File: 1509554905674.jpg (44 KB, 480x480)
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Please, Devin, I beg you.
Delete this thread now before it becomes (more) autistic.
>Being this autistic

Your way of communicating is unbearable. If you have something to say, say it clearly instead of building up your own ego by pretending you know something we don't. I can only imagine how obnoxious you can be to other people irl.
Who gives a shit about Source? You're the only one to bring it up, OP has no hint of it being used in Source.

>implying what I meant was in any way cryptic

Read up on some basics first (or just think about it), it will be apparent why you shouldn't use the actual mesh for collisions.
>implying anybody on this board does anything besides gmod bullshit, sfm bullshit, and daz bullshit
wowwwww! how very noncryptic!

Pleeeease work on your communication skills. I'd rather be breathing ass than talking to you. Im assuming you mean using basic shapes for collision to avoid complicated collision calculation. in which case, what the fuck is wrong with you? Theres tons of situations where you'd want to avoid doing this, like complicated worlds with varying terrain and odd angles. Mesh collision exists for a reason, you dumb shit.
File: ErrorMessage.png (117 KB, 1046x656)
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Might as well use this thread.

I have a problem exporting a blender animation to UE4. I get this error message that tells me I have too many root bones. It makes sense, the IK bones in the armature aren't connected.

I read somewhere that I should parent the IK bones to the root of the armature with offset, but that resulted in the entire model going haywire. I can't delete those bones after animating either, that only ruins the animation. How do I remove them as a root?
File: IKBones.png (32 KB, 743x429)
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File: Armature.png (14 KB, 286x195)
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M8 u fallen for da B8

File: P9NqQ.jpg (7 KB, 224x143)
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the parenting should be done like this.
the main part is the parent(root), others are the children

to fix this you simply add a new bone and parent all others under it

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