There is an illegal self reference involving the hand_r node in the _rArmRight_exposeTm expose transform helper. In order to fix this the _rArmRight_exposeTm expose node will be set empty. So i get this when i rotate the pinky finger, da fuq how can making a change on a child of the hand affect the tranform info of the…
I'm trying to transfer sculpting detail between two models that share the same base mesh by extracting a vector displacement map from Model #1 and then using "Sculpt Using Map" to displace Model #2 to match Model #1. The problem I'm encountering is that the displacement of Model #2 is less than that of Model #1. I played…
I have a character which had xgen eyebrows and eyelashes. The mesh has about 250 blendshapes for facial animation. I wanted to transfer this to UE4 and I did that by transferring the mesh with blendshapes to UE4. And the xgen hair as alembic. Turns out UE4 doesn't support alembic hair animation (or simulation) if the…
I've used similar, but much more fully developed tools than what is shown by R3DS. It's cool but this still needs a ton of work, the speed is atrociously slow and the smooth fitting doesn't seem to be working, or it's tolerance for over fitting hasn't been implemented yet, kind of hard to tell with the examples they show.…
you could use transpose master to create a merged low-res copy of your sculpt, rig that with zspheres, pose and apply the pose to the sculpt; i suppose that is the intended way. not a fan of building a throwaway zsphere rig and fumbling some sort of skinning together, tbh. i prefer exporting the output of transpose master…
I wanted to look into using struct, since I still have a global and two I wanted to remove, but haven't got around it yet. Here is an example script of what I'm trying to do. The problem I have right now is that the two first objects will be placed correctly in relation to each another, but the ones afterwards don't (the…
It should be possible, If a check was added when getting the bounding box to look at subobject selections and put xform mods on them. it'd be messy though once you start doing it to multiple objects. it may also be possible to do it with a tranformation matrix so you dont have to use a xform modifier at all. Doing it with…
You have to freeze the transformation > clear the transformations and double click the rotation button to pull out a menu for the transformation to switch to global transformation from Local. This happens when you have too much history of rotations on one object. EDIT: Be sure that the object is selected before you freeze…
One thing that has been bothering me forever is that if I model something and then duplicate the mesh multiple times in order to create a pattern for my model, I have to UV map each mesh separately, or replace them all with the unwrapped version later, which is a major pain in the behind for some models. It's just annoying…
Noth I don't do much of a character modelling lately , more of environment stuff: walls , rocks , tiling surfaces , etc and use Zbrush more like a manual touch to SDesigner. To fix taste related things. To weed out some obviously procedural looking things like slope blur produced erosion or curvature edge masks. Once…