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You could let a point travel on a circle in discreet steps and adjust the radius for each step, that would make it look jagged and irregular. Something like this might work for you: /** * * @param px The center X of the shape * @param py The center Y of the shape * @param numberOfNodes How many dents the shape can have. * @param minRadius Radius of ...


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The positive zAxis actually points away from the target. Thus what I wrote previously was incorrect, it should instead be: zAxis = norm(camPosition - targetPosition). This will cause the positive zAxis to point out of the screen from the camera's perspective, and thus the negative zAxis to go into the screen towards the target. This means then means the ...


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You are creating an orthogonal coordinate system with the operations described that moves objects from world space into view space. The vector of target - pos gives you the Z axis. It is from the eye towards the direction you are looking. The next cross product of Z x Up creates the X vector, which points left or right depending on the handedness of the ...


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I figured out how to make the humanoid static and usable in my project. As a summary of the steps I took to solve this problem: I had to get to the Skeleton of my imported prefab, so I clicked on my imported prefab, selected the Rig tab, changed Animation Type to "Humanoid", and selected "Apply". In the Transform menu, I rotated the Left and Right Upper ...


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