I couldn't make it work either. Seems that the bend modifier doesn't affect the transform matrix of the objects directly. So I wrote a quick script that will place an instanced light at every point in a spline. Don't know if that's really what you're looking for, but it might come in handy. Create a spline with two points,…
Only 8 cores! How will we manage to make do with so little?! :p The cheapo i7 920 chip rocks for a desktop solution. It's a fraction of what the Xeons cost with strong performance. I've got one with 12gb and easily render million-poly scenes in seconds. If you're into something that require epic amounts of rendering,…
I don't use Maya but almost sure you can. It has Attribute transfer that can transfer UV and vertex normals as far as I know. Arnold does have rounding corners shaders to mask hard edges . Everything else could be painted in SPainter directly on low poly for hard surface objects. So hi poly object for hard surface things…
"why people create groups for curve controllers. What do those groups help to offset?" ::That will depends but I can think of 2 cases - to clean the transformation node - to have pivot point on a different position "why we need controllers for joints? You could easily animate the joints, but i don't understand why that's a…
Nice work man! This rig feels really nice. I'll give it a go later. In Spine_rig.ms there was a function in a function. I just moved that function outside of the other function. I had to rename it to. Because It seems you are reusing function names. In Auto_Rig.ms you created a dependency loop. CreateNulls() references…
@rollin thank you so much for the reply back on this, I appreciate that! To answer your first question, the part that I have sculpted detail on only appears on the opposite as well, so only in 2 different places. What do you mean by your first bullet point? What changes are you referring to? I tried your second bullet…
From what I saw in substance base, 90% procedural materials are not really designed to be scaled up or down until you reassemble them from the very beginning. So I think it safe to estimate the scale for them too. BTW, would be cool if Allegorithmic would do a kind of special Substance composer where I could do for example…
- for transparent textures, there apparently is a way but nothing that's supported through the importer without a load of trickery behind it. Right now most of us just stick with on/off alpha, perhaps valve will enable multiple levels of transparency in the future. - as for the ward shrinking, are you making sure to reset…
What are your system units set to ? Don't forget that Max as seperated settings for the units it displays vs. units it internally uses ( = system units ). All the jumping and jagged lines sound like you have got a system unit scale issue . Or do you have created some far far off object by accident ? or some far far off…
hmm I can get an object to mirror across with pivot position intact if I freeze it's transforms, but the pivot rotation is not mirrored. it's the same as the original, which is rubbish :/ in that second link, I'm not sure what he means in the second post: 'Playing with this more. In the animate tab I set the center of each…