I have trouble figuring out which constrain I have to use and the order they are supposed to be in so I can move the wing. My goal is to move the gear, and the wing should go up and down. The cylinders should just rotate and stay in their place. The second arm should follow the gear rotate with it like old train wheels.…
Hope you answered your own question. You're right though I do use constrain edge a lot. It's in most versions of max I believe. I am using 2013 in this video. You will see a lot of double clicking edges to select edge loop, and then moving them using constrain edge. The same with selection a few verts and scaling or…
If you need to use joints, all you have to do is place joints where the pivots are. The controls you set up will work fine, but instead of constraining them to the mesh you constrain them to the joints. Then all you do is flood the weights of each mesh to the corresponding joint. If you are having trouble understanding…
What do you mean when you say 'connected'? The mesh needs to actually be skinned to the bone and not just parented or constrained or some such, just to be clear.
i did this long ago, here are few things u can do fast and easy is to create a blend shape for the eyelashes that match the movement of the eye lids and then do a set driven key to drive the eyelashes blend shape by the eye lids blend shape. second skin eyelashes to joints, and vertex constrain the joints to the vertices…
Press s to scale on all axis. (if you then press x/y/z you can constrain to those axis, or shift+x/y/z to block scaling on that axis) For free rotation, just press r twice Edit: you can also use mouse gestures for transforming. Draw a v shape for scale, a circle for rotation and a line for moving. You can also use middle…
Does max have animation constraints? In that case use the parent constrain to two different targets, and keyframe the weight of those targets to vary between following target A and then B.