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.
Did you use a path constraint? or did you convert the path to a trajectory? If you used a constraint, in the motion panel there is a "% Along Path" spinner you can animate to change the timing. If you converted the path to a trajectory then just set the options start and end times before you hit the convert button.
Hm, that's interesting. I had to look in the API docs to see any alternatives. It seems boy.types.PoseBone.matrix is the pose-space matrix with constraints already applied, so any changes happen after the contribution of any constraints. Try replacing the 'matrix' usage with 'matrix_channel', a different attribute:…
look into selection constraints. "Shell" I think is what you are asking about? It selects all contiguous components. Works with any of the selection tools -- marquee, paint, the tab hover clicky thing... you can get to selection constraints fast by Q+***left***click marking menu, otherwise they are in select tool tool…
No picture? well I'll just list what is checked off then Geometry : Smoothing groups Smooth mesh Animation: Animation Bake Animation: Bake Animation Start/ 0 End/ 96 Step/ 1 Deformed Models: Skins Blend Shapes Constraints: Constraints FBIK Definitions I'm truly a noob when it comes to FBX and Max..
Maya can sorta do it by using Select->Use Constraints. Then set edge mode and set selection constraint to 'hard' before applying the bevel. But yeah, nothing as streamlined as what you describe in c4d or using a script as oglu mentioned.
You should have a Normals menu in Maya. Select your whole object and choose Normals > Soften Edge then go through either manually or with constraints (Select > Select using constraints...) and use Harden Edge along UV seams.
its not a uniform thickness along the full length the receiver end is thick because it's where the explosion happens. more metal == less injured users the rest of the barrel is thinner because it doesn't have to contain as much pressure and weighs less this has some nice cutaways in it where you can see how the whole thing…
im working on some animations for a game, and i used splines as controllers and set the constraints from the bones to them. now, when fbx exports it doesnt keep the constraints, so the bones dont move. so is there a way to either bake in the animations before i export, or a fix to this problem. thanks
Polybend, you solved my problem! It was the constraints that was the issue. I had x,y,z constraints selected instead of just y and z, so the angle of my plane was going every direction. Now it easily snapped perpendicular to the edge.