So, I've done some rigging in Maya and I remember having the ability to zero the position of a bone (or delete it's history, can't remember exactly). So you could move it and then "click" and reset it to it's original position.
I am wondering if there is a similar function when using bones to rig things in 3DsMax?
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Random question for you professionals out there!
How long would it take you to make a 3D model? For example, something like a Gas mask or a whole character (from high to low with textures).
I do a lot of 3D in my free time, but i have no context on how fast/slow I should be making models if I want to do it professionally - so just curious.
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3ds Max also has Skin Pose. From the Animation menu, or the Animation Quad Menu, you can use Set As Skin Pose and Assume Skin pose. Unlike the name suggests, it has no affect on the Skin Modifier. But it's roughly equivalent to Maya's Assume Bind Pose functionality.
I'll let a modeler answer your other questions.
That's exactly what I was looking for!
I suppose i should have asked the modelling question on a separate thread ... hey-ho!
I have rigged a model, duplicated it and then posed both in slightly different poses.
I have then gone and changed the textures in the originally posed mesh.
So my question is, is there any way to move the 1st mesh with all the different textures to the 2nd rig with the different pose?
If the mesh/UV has changed on the first one, but the number of bones is the same. create a copy of the first mesh and re-skin it to the second set of bones. The bones will keep their positions/rotations and the mesh should snap into position. If any verts are out of place, save the skin information from the first mesh (Skin in modifier tab > Advanced Parameters > save), then chose the 2nd mesh and choose Load (found underneath save).
If I've misunderstood, let me know and I'll try and help.
http://wiki.polycount.com/wiki/Freelance#Time_Estimates