That was doing my head in (15 years on max and suddenly using maya) so i randomly clicked around until I discovered this.... get the translate tool properties up (double click the icon iirc) and you'll find a bunch of constraints that word nearly as well as the ones in max do
You want to sample a list of locations at equal distances along the spline into an array and use those to build a new spline. This is cos points cant be added part way along a spline - only at the end. Iirc you then delete the old spline points and add the new ones to the existing spline.
If you would like to feel how a car actually behaves at high speed and feel real tracks challenges coming from its sometimes harsh imperfections recreated precisely by laser scanning, there are only a few actively developed and populated simulators: iRacing , Asseto Corsa and maybe Sector3 Raceroom
Back from holiday, and here is an update. I started splining the ultimate: https://syncsketch.com/sketch/afd40fce29a5/#313514 https://syncsketch.com/sketch/afd40fce29a5/#313515 https://syncsketch.com/sketch/afd40fce29a5/#313516 I am planning on fixing timing and arcs issues next, but any kind of feedback is welcome!
What a jolly walk!! Cool stuff @ankheiw! I think your arcs on the hands (specifically the Left one) could use a bit of love, but thats so nit-picky a I can get with it. I have to ask as well, which rig is that? Seems like a rad one for these exercises!
Hi! Great sculpt! I really like her natural look even though the proportions are slightly exaggerated. An iris or two wouldn't hurt. Just kidding. My only real crit is foot related. In my opinion the ends of the fibula and tibia on the ankle are way up. Anyway :thumbup:
That looks pretty spot-on, but flat eyes bother me a bit. It looks weird when you rotate it :) Anime games like Persona, Ace Attorney, etc use convex eyeballs (either with textured eyes or with alpha planes for the iris) and they look just fantastic. Other than that, good job!
sorry, here you go: http://dl.dropbox.com/u/40673285/arc.obj Not sure what you mean about the uv's being to close to each other, you mean like stretching the edges on the outline of the arc? Wouldn't that stretching...umm...........cause even more distortion? Thanks for your help
Your UVs are nice and clean, nothing to worry about there. IIRC that shader sometimes has issues with scale. I personally don't use this function much, but it can be nice. I remember it constantly showing me problems where there really weren't, I find the test checkers more helpful.
Yep agreed. After first bounce it seems to drop a little fast which throws off the physics a bit. Also the arcs at the too of the bounces need stretching a bit. Good attempt tho and definitely get that book it's a pearl. Also "the mechanics of motion" is great too. Both are good books.