I have no idea where and why the hell you are using reset xfrom on any part of the rig (it's for resetting geometry transforms, not bone's), but I'll ignore that. It sounds like you're experiencing the common problem with IK solvers instead: If you have an IK chain, and you link the root bone to anything, it'll not…
There are a lot of ways to tackle this but if you wanted to post the model, I wouldn't mind taking a crack at unwrapping it and doing a quick write up about what steps I took. One thing you might want to experinment with is "quick Peel". You select some faces and hit the button. It will planar map and relax the results…
Hi guys, XFormer 2.0 has been released. Below is a short description of what it does. XFormer is a tool that will allow you recover the transformation of an object. Some scenarios where you might want to restore an object transformation could be: * After a model transformation matrix was reset (Reset XForm). * If you have…
ive found the perfect ref for a tank for this, if ive read the thread correctly you have an idle, right and left turn anims?? are these blend shapes, or anims that blend? bones or seperate meshes with transform keys? sorry for the load of Qs im enfussed ever thought of using animated uvs for the tracks?
It's a simple fix. After mirroring your object, freeze transforms. Still in object mode, do a normals > reverse. Hit control+A for attributes (might have to hit it a couple of times) until you see a tab marked "render stats" and expand it. Uncheck the box marked "opposite". You're done.
DarkStar: Youtube some of the new features like the bristol brushes, 3D tools, and the content aware transforming tools. Really cool stuff. Thealine: Your totally right man. Over the last couple days I've really focused on my brushwork. I have a lot of work to do.
I'm glad to hear that RSS is in the works... In the mean time thanks for that dapper link pyromania! I created this RSS Feed for the Paid Job Postings Forum:…
Once you apply IK, you can no longer directly transform any object in the IK Chain. To swivel the knee there are two things you can do: 1. Enable Select and Manipulate and modify the swivel gizmo. 2. Set a Swivel Target object in the motion panel. This is the preferred method.
Now a bit faster and with a progress bar to assure end user that Maya hasn't crashed ( on hi tri counts ) download Another kinda nice: overclock muscalature: shift select crevice vrts to get the inverse ( the hills ): then editMesh> transform component or jes normal tool ( pump up the hills )
I agree with atlus. The front sillohuette is looking blocky. You could stash the blads in an X shape or keep them in the arm. it looks like he can transform too. You would get a better torso sillhouette if you put the swords somwhere else. Cool design though.