Ok! i activated the visibility track in the curve editor, and made a little test by linking it (using the wire parameter) to the X position of a random piece of geometry. now i can see it turns on and off, without any kind of smooth transition in between, when ever i move it across the X axis, it becomes invisible every…
@aajohnny, Makkon Thanks guys, I will definitely put in more sharp edge work to next version. @MiragentGames Yeah, I pretty much started this project with WM jamming, I wanted to have better sense of scale before actually working on the foreground so its definitely not final. I want to have better blending between the…
This is much easier to do in R8 using live booleans. But you can still do it using the older method. you need to set the correct axis in radial symmetry before you do the imm subtract operation. Y is up in ZB.
I'm planning to give her an oil lantern for the final low poly real-time posed render. The only problem with this is that the hinge which is supposed to raise the center parts with glass and all for manual ignition, doesn't stay in place on the small metal holder on the bottom of the plate when rotating the hinge. It's…
Kraftwerk : maybe i'll sound stupid, but have you downloaded the maya bonus tools? I wouldn't even use maya without them loaded, and they have some nice symmetry modelling scripts. http://area.autodesk.com/downloads Or just work with an instanced copy in the negatif axis.
As an alternate to this method, using the orbit module would be a great solution for this. You can animate the offset over time, so starting with a larger value then animating to a smaller one on a specific axis will cause the particle to move closer to the center. There is one flag you need to set so that the particle…
@Axi5 I see. I guess I should still stick around with DC Bool Manager. I just wish Autodesk would sort out these booleans one day. Personally it has been the worst thing in Maya for me.
@Karmageddon, thank you. I just noticed an issue:( I have a few places on my case where I've used mirror geometry (handles and wheels). Everything looks fine in Maya's viewport with HD on, but the render looks like those parts are reversed. Process: cut geometry in half / Mirror polygon / select axis The shaded UVs on the…
Not really... Because the skin weights are assigned to the verts by their numbering anytime you change that numbering it will mess up skin. You're envisioning a much more fluid system than has ever been built into any 3D app. You pretty much get a really good sense of how meshes will be skinned and deform and almost always…