I think you need to develop the articulation on the legs a bit more. It doesn't look like there'd be any flex other than at the hip joint. While it probably could function like that, give you've got the suspension between the knee joints, it seems like there should be a more distinct hinge or pivot point on each knee.
Is there a way to get Silo to scale from the center of the a selection? It seems to be scaling from the location where my object has the pivot point or it's center, instead of the selection I have of faces. Is there a way to get Silo to scale faces like Max does, I hope the helps expalin what I'm trying to do. Thanks Alex
Your Rotate Tool is(was) set to "Use Selection Center." It needs to be set to "Use Object Pivot." On the Main Toolbar there's a dropdown list that has the words "World", "View", and "Local". Set that to "Local." The graphical button after is also a dropdown list. You'll see Icons with Boxes and Dots. Choose the icon with…
That is the workflow i follow... and it should work. Maybe the problem is that u don't collapse all after reseting the xForm. - setting pivot to 0,0,0 - resetting x-form ... - COLLAPSE ALL ... - skin and bind to the correct bone - select bone and the weapon - export selected as .fbx Or maybe the way your select the weapon…
-Group the control shape, name it ..._Adjust (the Adjust and Control should have the same pivot now) -parentConstraint the _Adjust to the joint without offset (this aligns the Adjust to the Joint) -delete the parent constraint (now you can put this in your rig hierarchy) -constrain the joint to the control shape (since the…
That looks like the importer fubar'ed the bone geometry, which shouldn't be too much of an issue as long as the pivots still work like they should. If you are not interested in working with the bones just delete them. If you plan to use them and don't want them to render, select them all, right click the viewport, choose…
Hrm. Its still not right. How do I keep the local rotation of a wired or constrained object? As in y might be at a 45 degree angle on the master, while the y on the bone is 90 degrees. Also not at the same exact pivot spot in the world. So it doesn't use the local axis of the master object (bip) overwriting the local axis…
I think removing the beam first will be less visible but I'm not sure, worth a try thought :p Or maybe try scaling the width down slowly while the lightning stops spawning ^^ Or since it's for a unique point of view, you could use a mesh instead of a beam, put the pivot point at the end part of the beam, and then scale it…
So I took some time yesterday to test some expressions and I made one who works on a little distance. The problem is that a pivot point I made on a group stay in place so the rotation is weird 5 meters after. I don't have any ideas left :neutral: http://imgur.com/1fAEiKG Thanks for advices
Love it! Great idea. Hmm, I know you're trying to keep the splash screen composition, but I almost wish the dead/frozen flower was in the other hand to keep us focused in the image longer. I think the flower is pivotal for the emotional effect, and you don't want the viewer to leave once they get there. Anyway great job,…