What you need to do is: Raycast to hook point. Using that transform/vector3 as your center Use that radius to do an arch from point A to B on the circle you created to define the arch. start your motion along the arch from A to B.
Yeah I thought also about mantid Style Arms, maybe I get it together with the Human style, or some Transformation Style. First I ll finish the Tail, and then I ll make Touch ups and extras... before I retopolize it
Try multiplying you height map against the world normals. The image is from a tessellation and displacement Tutorial I wrote a while back. Tessellation Tutorial I find that using world normals gives a more consistent result than vector transform.
Jurassic Park can never get out-done. Seriously if Friday the 13th and Halloween, Nightmare on Elm Street could get 10 sequels...I say so can JP. It sure beats the fuck out of another Transformers, Twilight movie...
I've reviewed my workflow and it seems like using the bend technique works well. I was worried about the mesh displaying some shading errors due to general topology transformations but it doesn't seem like its the case. Thanks for mentioning the trick :)
[ QUOTE ] Well, what's the point of using normal maps to fake high res geometry when you can just actually use high res stuff. I'm not sure why this makes for a sad occasion? [/ QUOTE ] faster shadow calculation and transform
perhaps Customize, Preferences, Viewports tab. Change the value of Non Scaling Object Size to be smaller like "0.1" otherwise working with the transform type in floater [F12] can be useful in that case as well because with the spinners there it responds to the global spinner precision setting.
I don't know how to do this in Max, but if you are on Maya, you can bake all you maps to arbitrary meshes, eliminating the need to redo a lot of texture work. Saved me a TON of time. On the character I am currently working on, I redid the UVs 4 times while painting textures the whole time. In fact I had the textures about…
Hello everyone! I am quite a noob in terms of animation and rigging and im stuck. XD I need to fix wrist bening issue on my character and for that i used extra bone on wrist joint. But i dont understand how make dependencies between them, so when plam bone will go up, wrist extra bone will rotate half of parent local…
If you've ever wanted to play a MMORPG as a magical-goth midget, you're in for a treat... http://deathknight.info/2008/08/the-transformation-is-complete/ Seems a bit odd that an inherently evil class is available to both Horde and Alliance factions. Shouldn't the Alliance variant be a big bunny-rabbit or something?