tim scripts are some of my favorite max scripts. there are tons of scripts in the installer, but i choose a few to actually install. there are 3 in there that might be of some help to you. Conform_Wrap.ms :This script will conform one mesh to the surface of another mesh or meshes. What the script does is shoot a ray from…
Correct me if I'm wrong, but I don't think you can have 2 root bones on one rig in unity, that doesn't really make sense to me. A character can have 2 root bones, via having 2 rigs. Another thing I've seen is 1 root and 2 hip bones. Only seen either of those done with mostly ik based animations so the state machines didn't…
Hey Polycount, I have been working on a gun for my portfolio and it was going well until the normal map. I exported it out of max with .obj files and rendered out the maps in Xnormal with a cage. When viewed in the Xnormal 3D viewer it looks good(besides some small stuff that is my fault). Now I take it over to marmoset…
This is on Blender 3.6 using Auto Rig Pro. I have tried changing rest poses, adding new bones for the IK to target, adding constraints on the IK bone, retargeting on a Mixamo rig and trying to target the IK onto that, and none of it has worked.
So... really really stuck with this (spend like 60 hours on it already and just blind for what is wrong): I imported a Latern to Crysis with a few simple animations and like three dummy bones for Attachments. The Latern should not do anything special but just be able to use the LAM Flashlight or any Flashlight-Effect at…
to add.. it's not just about alpha-blended surfaces (those are hard anyway) Proper support for alpha-clip / alpha-test on the source mesh is a really useful thing that very few bakers have. ie. The ability to render through clipped pixels in the materials on the source mesh and capture underlying opaque pixels. Use cases…
I'm still waiting for a modifier stack in Maya. Maybe when I turn 60 they will have it LOL. I tried doing a parent constraint the target to both rect A and rectB. The reason I wanted to add locators was to be able to offset the target as needed.
I want to create a simple command, that will take the selected components and align them to a point under the users mouse, limiting the movement to a single axis. This can be done in default Maya but its cumbersome and involves multiple steps: * Select components to be moved * Activate the axis they are to be moved along…
Hey All, When I go to add a "Create Morph Target" to my face mesh; the face mesh moves to the left on screen when I move the spinner from 0 to 100. The mesh is deforming correctly but it is just moving. What am I missing here to cause the Mesh to move to the left? If I do a "Load Multiple Targets..." the 1st target gets…
You could also render out a world space normal map in 3ds Max and use Handplane to convert it to your target game engine. (assuming the tanget space calculator in 3ds max is your only issue)