Is their a way in bodypaint to make it so it rotates around the last stroke you made automatically? I've been using the insert key to set the camera pivot to where the cursor is, but its an extra key press that I'm doing a lot that I'd like to eliminate.
Are your meshes directly ontop of eachother/sharing same pivot at 0,0,0 space? Not sure if you moved them apart in your last screenshot for demo purposes, or if you're actually exporting them in those positions :tongue:
Updated my script to use Maya API 2.0 instead of Pymel. Now it works instantly - without delay at startup (first usage). UPD: For best experience always keep Automatic set tumble pivot turned on.
Make sure both the shorts and the body have the same pivot and transforms. Then export each animation as a FBX file. Have you seen these pages yet? https://www.google.com/search?q=unity animation export maya
You can use the transpose tools to line it back up to the axes and mirror and weld to get rid of any minor inconsistencies. From there you can use Transform > S. Pivot to reset it back to origin, then reposition it.
Nice, and oh, now that you mention it, should the pivot be in the center weight of my character or in the center of the object I'm sculpting? Also, what do you mean about details warping if the strength is too high? Cheers!
Yeah, I miss XSI's ease and navigation tools, plus its selection tools, they were so intuitive, and I especially LOVED the temporary pivot you could quickly shortcut place and rotate things around.
You can't push an edge outside an existing face in max but there are plenty of other ways to achieve the roof overhang example. I'd probably snap my pivot to one of the top vertices and scale it although using face constraint might do it
Usualy making the object pivot become the center of transformation (z) will fix the clipping thing. But if that doesn't help click the [Perspective] on the viweport and choose "viewport clipping" then drag the slider on the right side of that particular viewport to adjust the clipping distance. _Revel
Made this for a different engine a while ago, the mechanics are the same. It would have a 3 frame animation which moves the 2 polys using the middle edge as the pivot. Then you can have a particle emitter move them around properly.