It will be a mixture of both. The framework I am following currently is: 1. Morph object. 2. Hide Morphed object with Rigged object. 3. Rigged object animates. I am working on a test video at the moment going through the process. It'll be up here in a day or two.
yes。For static object,I set pivot and rotate x axis 90° when i export from 3ds max,and import to Unity the static object's orientation is correct。 but for rigging and skining object import to Unity,the object is backface to camera but it rotation is (0, 0, 0).
Also you can select multiple objects, apply UnwrapUVW which applies an instance of that modifier to each object and unwrap them as if they where one object or individually if you like. The advantage is that they remain as separate objects and don't need to be split back off after your done.
Hi, Im currently trying to figure out the workflow for creating game normal maps for hard surface objects. Ive build a low poly mesh and a high poly mesh. The high poly mesh is built up of many different pieces that simply intersect and I cant seem to figure out how to get a decent normal map by using the transfer maps…
Hi guys! Im new in wirte python scripts in maya ( it is usually in programming ) and this is my first "bigger" project. It's in still under development, but if anybody want to try or use it, it's avalible to download. The only required library is Tkinter, here is an installation video: https://youtu.be/F3XbeCPdStQ The…
Issue 1 Trying to create description on multiple objects (identical such as legs but with different names). When selecting all the objects and creating a description the first object will have the fur working (yellow stuff appearing to edit with) while the rest of the selected objects won't with an error File "C:\Program…
hi! a new tools! //Memorize Selection Maya 2008// Often, when we want to switch between vertex, edges or faces modes, we lost the current selection. In 3dsmax, the program keep in memory of your vertex selection when you swith between this differents modes. With the SAMA_MemorizeSelection you can save all type of selection…
Tyler: I did notice a small issue with the script...If you have a material assigned to an object and duplicate/instance that object it will still assign the gray-shaded to that object. Gets a bit annoying to have to re-apply the mat to any object that is copied.
it's probably catching the top of the handle below the handguard. Try reducing projection distances in the baker. You could also try using absolute projection distances rather than proportions of the bounding volume - with objects that are very non-square like this the porportional distances can be troublesome if that…
I know this is tiny :P, but tacit math reminded me that I've always hated the default behavior of maya's polygonal combine tool, so I wrote this script to have more options - specifically for the pivots. Maybe some of you guys will find it useful :) grab it here: FBcombine.mel just drop it in mydocuments/maya/X.X/scripts…