I guess it is. but that doesn't mean it stops there, you still have all the keying features you'd ever need. I do all my handkeying in motion builder. I know it's way standard in Sweden and I've come across tons of job listings where they want motion builder experience and I'm assuming it's not just for cleaning mocap. The…
From my experience, this happens in 3 cases. 1. The mesh is insanely huge - z buffer precision issue 2. The mesh is insanely tiny - z buffer precision issue 3. Turbosmooth gives me this sometimes when I have many separated meshes and very high overall polycount. - Not sure about the reason
ya once your used to it, it works great, hitting x y or z constrains to that 1 axis, hitting shift + x y or z stop's it from effecting that axis. if you want to do it with the widget shift + drag the axis you dont want. just like how using control key with the widget in maya works.
So, I am at a bit of a loss here and was hoping somebody here can help me. PROBLEM: When I am creating a control rig in UE5 (new feature) I am unable to get the IK bone chain to work properly. No matter how many values I mess with in the Primary and Secondary bone options, I can not get the bones to line up. I have been…
I think before you create the IK handle, make sure the knee-joint is a bit further forward along the Z-axis. The knee-joint should be a bit further along the Z-axis than the hip- and foot-joint. This way the IK-handle will bend the right way I think :) You could also use a Pole vector to further control the rotation of the…
#2 isn't really an issue. It's just that the author decided (or forgot) not to work in z-up. I believe setting your scene to z-up will let you avoid having to correct the rotation of your model once you've gotten it in the engine. Btw UT2K3 and UT2K4 are running off the same engine, and target the same hardware specs. The…
That's shit but interesting Dur. What's even more interesting is that after the key assignment change has occured, within the hotkey editor pressing 'W' on the keyboard maya reveals as the 'Z' key. So Maya 'thinks' Im pressing Z, even though Im pressing W, so it makes me wonder If this isn't actually some kind of funky…
All bones look like are rotated 90 degrees on the local y axis. You could select all bones and offset their rotations using 'individual origins' Likely the result of a y-z axis swap issue, alternatively have a look in the import FBX settings inside blender to see if swapping Z and Y for up/forward fixes things
As I understand it, Z-fighting with two objects is usually more of an issue when triangles from the two objects get closer to sharing the same plane (like if you tried to separately model a sticker on the side of a box). As the tris get more toward perpendicular (like an arrow sticking out of a character's chest), the…
Cool tip SuperOstrich. Anyway, I highly doubt those normals above were generated from high resolution models. The hard edges within the pieces are a bit of a sign. rawkstar would know for sure, since he did some freelance for them for the expansions. His stuff is way nicer than their own though. I actually wouldn't look…