Yea that won't work I just started messing around with it. I'm to the point where you're stuck. The problem I'm having is that X and Y factor into the rotation of the blades Y. I've to stop for the night, but the next thing I'm going to try when I get some time is to create a path spline constrain it with a look at like…
The current setup I seem to be having some luck with is Axis Angle and locking the W,X,Z axis, parented to wrist (with inherit rotation turned off) with a copy rot on all axis (with invert turned on for X and Y) plus offset and influence of .5 and space set to local local, and damped track constraint on y axis to an empty…
Hey @bitinn The 'Position World' is indeed supposed to be the correct node for this. Maya's viewport 2.0 'consolidation' can be turned off in VP2 settings if you really need it. Though this could come at a small performance hit for large scenes. One alternative might be to hook up 'Parameter' nodes instead to expose the…
In a Vfx/offine pipeline it isnt unusual for a hero asset to use 100+ 8K Udim tiles. This would certainly be overkill for your asset but you are pretty much free to do what you want. In a recent project the character I created had over 40 X 4k unwraps. For your gun you could get decent closeup quality with probably 2 X 4k.…
They really seem to be struggling with that "Sweet Spot" mentality. They argue that it needs to sell or license at a specific price in order to be profitable. I just wonder sometimes if it were cheaper and more accessible, might it not also sell more? With so many companies splitting things between indie vs studio pricing…
That's not what he was addressing. By now, anyone with any sanity and social awareness should know that Apple is not a wonderful company. Where things get complicated is that 'get an Android' isn't much of a solution; you're just jumping from a multi-billion dollar corporation famous for blatantly shitty behaviour to a…
Finally, Cringer gets to see the light of day! I am a child of the 80's and so of course I had to make some sort of He-Man related model. (He-Man himself is kicking around on my hard drive, unfinished...) Battlecat was under threat of never getting finished, so I quickly decimated him in Zbrush and then posed and textured…
These differences are interesting, and show you a little about the backgrounds of the developers. Maybe. I'd wager that systems where Y is up and Z is depth come from an illustrative background: page layouts, 2D illustrations, where the screen itself is X and Y and adding a new dimension of depth adds Z. I'd also wager…
MoP : I knew i forgot to post that as well.... LOL I'll post that when i get the chance, and yea there is some blurryness looking at it again. And i see what you mean on the outer black line, ill fix that when i get a chance. And the size im working on is a 1024 x 1024, but im thinking a 512 x 512 when finished ?? Also…
Hi, I've been writing a maxscript tool to render out directional lightmaps using 3ds Max and while I have the process down the final result isn't quite right. The script rotates the surface normals of the mesh before rendering each of the 3 lightmaps and the lightmaps themselves look correct but when combined back together…