We are creating a game with customisable avatars, and monsters which share a common body but have different accessories. Each monster is made up of four separate meshes: Body - this is the main mesh that is shared through all the monsters, with only textures being swapped Accessories - a mask, a shoulder accessory and a…
I went back to paticle hair for styling. I guess whichever way you style the guides, its not for the faint of heart. But I have got used to styling with particle hair and the good thing is I can convert it to geometry nodes hair afterwards, either convert the parent and child hair or just the parent if I want to layer it…
basically I need a Children curve that constraints to a point on the parent curve, which will follows the curve point/parameter as the parent curve moves and rotates. How do you guys go about doing this ? edit: maya 2011
Thanks for your answer, monster. About the locator: if I parent constrain it to the hand joint, so that it will follow the arm movement, and then parent constrain sword to the locator, won't I get a cycle error?
If they're relative to parent their resolution will inherit from their parent. You can try changing it to absolute (but you wouldn't want that on .sbsar's you export). You can check the documentation for more info. https://support.allegorithmic.com/documentation/
> Nearly two weeks ago, my parents and I went through the process of moving to a new house in south Jersey, about a 90 minute drive south from our old place. Over the month prior to the move, we would pack things into boxes and wrap things in plastic, and the house would gradually empty as more cardboard boxes would be…
You can double click on a parent and it will select all of their children. Another navigation feature is.. CTRL + Click a parent carrot will expand all children. CTRL + Clicking again will collapse all children. Martin
Thanks man now I understand! Still I can't get the right way to parent constraint well the character's arm and leg Should it be something like this? Bone constrained to locator, locator parented to handle?
Your parent mesh must not be animated,do what you want with the children. Well, you have to link all to your non animated parent mesh in Maya. Select all and export it as FBX then import it in UE4 as a skeletal mesh.
string $objects[] = `listRelatives -allParents $shapeNode`;if (size($objects)>1){ //Do whatever you want with the parent or instances. Parent is $objects[0]} Hope that helps. I'll try and see if I can get it incorporated in my FBX Exporter.