you can also set edge constraint on and push the connected edges to the outer edge then push back in and they will be the same distance from the outer edge all the way along. tho this may not work in some scenarios and the inset would work better. using extrude on the edge may work for you as well edit: and i just saw that…
for the edge loops around the wheel, i'd suggest selecting all of the inner edges using ring, cThen use connect to make a new edge loop. Then use the edge constraint in edit poly, drag it down so that it's almost right ontop of the outer edge you already have, remove edge constraint then move the loop upwards: ofc do the…
It does need to deform in engine. The idea is that it's an oblong eye that can rotate as the character is looking around while staying in place, inside the character's oblong eye sockets. I also have eyelids for the character made the same way, scaled up slightly to cover the eyes, and orbiting around them using separate…
Hi, local mode switches to the average normal of continuos subobject selection, so for polygons it might be at first a bit counterintuitive. There is Normal constraint which always moves the subobjects along their own normals, you switch it on under Edit Geometry > Constraints > Normal. Extrude moves the polygon along the…
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and lets not forget you can frickin define rule sets like edge loop constraints, edge to axis constraints, linear flow pinning or regular pinning that are all incorporated in the relaxing algorithm. mine too, its super fast workflow wise if not the fastest application I know besides perhaps silo. No bloaty autodesk…
got some time for ref searching; you'll need a few variants of each object and surface the main reference contains - the main ref can't really be trusted to give you enough details and answers (what does the wear&tear on the wood floor look like? How many meaningfully different vials, jars and flasks with different labels…
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Sorry I'm not the best at cloth sim or clothing terminology, but this is close to a circle skirt with a pleat(?) to make the sharp folds. All the other folds will happen by gravity. I think what I would do is create a locator at the center vert of each set, and move it outwards just a little. Then create a Transform…
What I want to do is for one object to inherit the rotation of another object, but at it's local axis and not world axis. If I parent the thing, it only inherit the world axis rotation, but I need that object to the tilted to certain direction and maintain that direction while it spins at it's own local axis. Hopefully I…