Vertex animation as far as I know is pretty expensive on resources. It's a great way to capture a sim like cloth but it's probably not going to be widely adopted for real time games anytime soon. Yep, I would strongly urge you to use them too. When you rotate the arm above a T-Pose you lift the clavicle which brings the…
Thanks for the feedback guys. Eric> Bleeehnder? No Maya :P To be fair I don't see why this shader would not work in any other app. Just needs a few alterations. Making sure the axises are correct for cube maps and hemi ambient, tweaking the code for the UI elements. throttlekitty> I'm going to be creating this in Mental…
Make sure all your verts are along the proper axis that you are mirroring across, generally you won't get a clean mirror right off the hop either, you will have to go into your history list and change a couple settings in the mirror options. It is a little more work than max's symmetry modifier, but it does give you a…
You need edges on Y axies. Your creasing to the edges is accorate, but you also need 2 x 8 eadges running along from the bottom to top. EDIT: actually if you are bringing this to zbrush you need 2x16 edges on the Y axies running from bottom to top. You dont need to smooth this in 3ds max, you can just do that in zbrush.
[ QUOTE ] how do you unwrap something like that to be able to use tileable textures? [/ QUOTE ] You can simply extend uv coords outside [0..1] to get tiling. UV coordinates will always map to some point in a texture, and the mapping is done so anything that is contiguous in uvspace will texture nicely. This means that for…
maya's snap constraints are pretty awesome. thats just about the only thing i like about that app. however, max can also snap to a constraint without having to use the constrain to edge option in edit poly mode or even have buttons on the screen. Try hitting hotkey "S" to turn on the snap function and then hit "ALT+D" and…
Actually, I use "x" all the time. When I know I'm only going to be moving or rotating in 1 or 2 axis, like when using screen mode and I'm only moving in X and Y, then I disable the gizmo.
- Select Verts - Hold W + LMB>Axis>Normal (I prefer to gesture it though: Hold W + flick LMB bottom left to top left) All you need to do now is just grab the 'N' handle and interactively drag back and forwards along the vertex normal to the distance you want. Cool thing is you can do this to a single vert or groups of…
Many thanks to you both, it was just a way i was used to working in 5.1 that allowed me to transform on an axis without having to select the whole mesh etc (for somereason our exporter sometimes misses things like translation unless they are in subobject, bla bla bla... I am beginning to understand why people have…