Rob: That seems like a really long winded way of doing things.. Just make some lights, create a camera, and use link constraints on the lights. If you're using spotlights, make sure you use a LookAt constraint (z axis) so they will point at your object if the camera pans away from it.
animatr-- I don't think the proportions are too off-- I'd just make the barrel beefier looking-- right now it looks kind of wimpy compared to the concept-- maybe a little thinker along the Y axis (or Z or whatever is your up/down axis ). Great model so far, though, CSmi, can't wait to see the final product!
Vig - Makes a lot of sense. That way the modifier won't affect the actual uvw map when its gone, but the normals should map out the same for both sides. Wouldn't have thought of that. I didn't realize there was another axis on the map. I thought it just referred to mapping a 3d model. Good to know. I'll have to see if this…
[ QUOTE ] ...take a bunch of uvs and detach em and put em some place i had left on the map.(got that?) [/ QUOTE ] Nope. Can you be more specific? from those two pics, it looks like part of the arm has normal baked on and part of the arm doesn't. Assuming that is the forearm in the picture. from your description, it sounds…
OK, some more testing and I think I got it, thanks to a certain Gaussian function ;P Now I'm trying to figure out how to clamp and get actual values of light distance from -1 to +2 so that the dilation is light dependent, but am unable to get it right, the eye just...wobbles in place when I put up the light. As it shows in…
Probably want to model the bird with the wings out, and then bring them in after rigging and skinning. Trick will be to make sure your axis are lined up right so that they fold up nice and smooth. Your weighting and edge loops will also have to be solid to allow for all the deformation.
Are you saying the ref image is out of proportion? If so, make sure you reference plane to which you've applied the image has the same dimensions as your reference image. Or at least the very same ratio. For example, if your image is 450x800 px, then make your plane 450 x 800 units. You also want to check the…
Sorry i get confused with the way posts are listed on here... kinda back to front to my brain. I just saw Kodde's video and YES that's exactly it... for some reason clicking the same component origin pivot button on mine doesn't solve the issue ... it just moves the pivot to the origin of the axis and scales like it did…
I tried it just now and you're right. I seem to have misunderstood how bones work with regards to rotation, then- when twisting a bone shouldn't the vertices just.... orbit around the bone? I really don't understand why we get such an unintuitive result. It's particularly jarring because I've successfully rigged an eyelid…