err... like constrain to edge, face or normal in edit poly? Don't forget to turn on PreserveUV's so sliding the edges around doesn't mess up the UV layout.
Does max have animation constraints? In that case use the parent constrain to two different targets, and keyframe the weight of those targets to vary between following target A and then B.
That's exactly the kind of thing i had from watching the videos as it appears to be using splines? You say that it's a lot more constraining them? o.O will have to look deeper into it.
Don't constrain yourself to ZBrush anatomy. What you're going to be looking for is just anatomy drawing as a whole, or sculpting anatomy In that regard, this may be a starting point http://www.anatomy4sculptors.com/
1) Do you mean constrain edges to faces while you slide them around? If you're using 2008-09 look for "Constrains" check buttons in the Edit Geometry Rollout, else its a drop down. 2) I think you're looking for bridge if you want to create new polys across a gap. Or Weld & or Target Weld to join one edge to another. I…
Character sets and Trax wont help. With HumanIK you can pretty good transfer animations between diferent biped skeletons. As it comes to custom rigs, what I do is to create a skeleton that matches all the controls of your rig (duplicate the rigged one), constrain your controls to this skeleton, and then transfer your…
Constrain > Curve(Path). I'd try making a few modular pieces (textured), then constrain them and adjust the age where needed. If the track is large enough that it would take too long to manually duplicate these along the constraint, you could keyframe the path%age from 0-100 (make this linear) and then duplicate it along…
kind of... Here's what you can do. When creating Foliage you can link your brush to a specific layer. So if it's a layer that you already have a weight map for, say a grassland, you can constrain the foliage to that layers weight map. The catch to this is that you are only constrained at the time you are painting in the…
You could duplicate your bone chain, add constraints between the original and the duplicate and key the duplicate for export. Add _ignore as suffix to the original chain to exclude it from export. Otherwise, if you key the original chain, look in the attributes if you get a "blend something" attribute. When you key a…
Very cool! Brings Blender closer to Max's positive functions. I too would love a Swift Loop functions and the ability to constrain to face. The lack of being able to constrain to face in Blender is very perplexing. Oh and a pinch option when adding multiple loops would make subdivision modeling so much faster than the…