Quick rig animation test. Used morph targets and the bone + skin tools in 3dmax 5. My first go at animation, don't expect spectacular stuff. http://www.rainysaturday.com/JBoskma/devil.avi
i have using a cage,and maybe the uvlayout not the problem because i use xrayunwrap, and the result are the same, i bake with 3dmax and the seam was there i export it with different setting and nothing change too
Anyway to make it work for 3dmax 2015? Script warns about critical errors. Binding script to the key add additional Editable poly modification and doesn't turn off Show Cage option.
Thank you guys ;) GrungyStudios: most of the parts are base shapes from 3ds max because it's easier for me for hard surface modeling. But in my workflow I use a mix of zbrush and 3dmax.
Neko Productions is looking for a passionate 3D Animator. The job requires creating animations for realistic and cartoony 3D characters in 3DMax for our studio remotely. Candidates must have good understanding of the principles of animation, Body Mechanics and Acting; Experience with 3DMax. Job Responsibilities: -Produce…
I have this project I am working on and I have a large gap on top and bottom of the prop. What is the best way to fill in the hole without getting any ngons or smoothing issues in the future bake? Thanks
My bet once 3dMAx copy normals projecting /data transfer modifier from Blender it may became a mainstream approach and everybody forget those smooth groups riddles you have to deal with .
No just getting used to the standard Blender Hotkeys. I would be using the 3dMax hotkeys tho. I thought if I was going to switch I would go all the way. Probably easier in the end.
Alternative in Maya: - Create a Cube with desired number of edge loops - Under Animation Create Deformers -> Sculpt Deformer and Edit Delete All By Type->History Done. Quite similar to 3dMax Spherify modifier