You need to check the orientations of the shoulder and elbow joint. Note that the orientations must match the same plane as the one you create with the poly tool to place the pole vector. This can either be done by creating the joint chain flat on one axis, or by manually matching to a custom plane you made. I usually add…
I am of the opinion that no work you do should go unpayed or rewarded. Don't do your work for free. If you want some income, look for some freelance work you can do here and there while you look for a fulltime job. Look for maybe contract work in the movie industry. There are plenty of venues that you can do, even graphic…
Not sure if posted earlier but I found this video [ame=" https://www.youtube.com/watch?v=eyo6H3W-vu8"]Increase FPS By 10-20 In CPU Intensive Games (Core Unparking) - Get The Most Out Of Battlefield 4 - YouTube[/ame] That shows you how to unpark your cores for gaming basically, my increase was about 10-15 fps.
Well, not sure if this is the right method but i just unparented the swingarm bone from the root, set its orients to 0, re-parented it back and all is well.
For rigging, I was a bit lost at first. I had many questions, like: "Do I need to make my clothing parametric to fit onto a Metahuman?" "Do I just use the MH rig?" This would obviously involve a lot of work since I had created my clothing in an A pose that was different from the Metahuman one. I'm not sure how, but I…
It seem to this every time you do a negative scaling with Viewport 2.0. I found that by freezing the transformations after negative scaling solve this problem! Just be sure not to do your negative scaling on a group or you will have to unparent you mesh before freezing them to correct this problem.