You can also create a path spline where you want the object to deform, then apply pathdeform(WSM) modifer to your ammo belt/chains and target the path spline. You can adjust the path spline after the fact and it will deform the object. Personally I like to pathdeform an instance of my object so I can still work on a copy…
Id say it depends mainly on the model and your workflow. Think about how it would be constructed in reality and try to mimic that. For example those two cubes could be separate objects but it would make sense not to just have them clipping into each other, there would be a join where they're connected (such as welding…
Yeah, its a vertex normal issue due to the fact that you've splitted your object. So it looks like you have 2 smoothing groups. To fix it, you have to edit manually the vertex normals, making what is called "custom normals" Select both objects, apply en edit_normals modifier and unify the vertices on the broken line. But…
I used to scale the joints to zero and then fire off a particle with a static mesh depending which hit box you shoot. I normally use some kind of rayfire collision for this, most engines come with this function as it will help give the object direction and some kind of adjustable velocity. If you wanted the whole object…
Thanks for the answer! :) And no, I don't think I wanted to snap - that would just place the vertices on top of each other, wouldn't it? I need the two parts of the trunk to be one object, because otherwise the wind animation on the objects would look weird. By "open areas" you mean that the vertex basically has to adjoin…
MODO | Dynamics:
Sleep This video takes a quick look at using the Sleep options in
MODO. By default, dynamic objects are active when any dynamic simulation starts
and the object will begin to react immediately. The Sleep options enable you to
change this behavior when working with rigid body items, delaying when
individual…
Hahahaha... yea hide selection shouldn't create visgroups, totally stupid, especially when it removes the object from previous groups. I like visgroups but it should be independant from show/hide objects. Just hide the object don't create a new group and hide that new group... grrr... hahaha. On a side note I do like how…
well it depends on the software , but usually one always skins a whole fluid mesh and not lots of separate objects. The object position itself often works in the engine as local pivot of the object (it gets shifted in the engine around). And thats why its often just 1 mesh- and not multiple because it would also mean more…
Couple questions, but may not really help. What size are your objects? Make a one meter cube and see if your objects are a reasonable scale. Sometimes importing from unity can increase or decrease the size x100. This has the same rounding problems as objects far away from the origin. Does snapping work in other files, is…
It's kind of up to you how many objects make up your model. Just don't have objects intersecting each other, that's messy and you'll have sharp "edges" you have no control over. I've never built a gun before but I'd probably make these objects separately : the main body with handle, the trigger, the barrel inside the body,…