Put the joints in a group, duplicate it and scale the new group -1, usually on Z. The negative scale is on the parent object (the group) and your joints retain their orientation and values. That transform history will stay with the joints, even if you delete history. So if you want clean joints without a group transform,…
No as long as your engine supports it there isnt really any animation limitations with rigid parts(soft deforming objects *may* be ok as well, we havent really had the need to test this much) the engine has to keep track of how the rig is transforming the verts, so it can keep track of how the lighting needs to be…
I can't get this working, if I remove the break the script works, but it creates too many erroneous groups, with the break in there it creates a single group, but then when I run the script again it ignores the if statement? Any idea what I'm doing wrong? string $transforms[] = `ls -tr`; for ($t in $transforms) { if ($t ==…
Hi all. I have a quick Maya question. Sometimes when I duplicate or transform a peice of geometry in Maya, I want it to retain its new position, but have its transformer attributes reset to zero. Right now I'm exporting it as an object and then re-importing, which does the trick, but its just a little annoying. The button…
Hi, I am getting at times where when I copy the transforms to the clipboard to paste them in UE4 issues with location and rotation. A few times my mesh has been rotated the wrong way, and just now I am getting a slight offset (20 centimeters or so) on a piece. It's not consistent, but I am not sure whats going on. I have…
Yeah the normal map would have to be transformed to -1 to 1 first. (so *2 -1) Edit: I've seen people do similar math and transformations in photoshop before with actions, so it should be possible to set up something that would allow you to make a bent normal map right in ps provided the nm and the ao (maybe by splitting…
Saw this over a year ago when in earlier development and hated it then and still hate it now. Toys are so gimmicky and well it's not my cup of tea... Could be so many other cool games made that use toys to interact with characters. Like say "TRANSFORMERS" Imagine putting a transformers toy on the little platform and thats…
Question... I have no idea how to search this, but I know how I would ask you. In Maya, when my transform gizmo gets away from my mesh, I would hold down the "D" key. The arrows would go away, and I could move my transform gizmo around to a more suitable location. How would I do this in Max?
oh yeah btw joe, the hdd transfer cable (if you go for rick's solution, which is a pretty good one too) only allows for 2 transferts, but I only used mine once, so if you need it, i'll send it (again, it's free from MS)
I could really use a rectangular selection tool in the viewport. I'm very often working with large assemblies of objects and having to select everything one by one is a pain. Also having transform fields capable of simple math operations would be apropriate for 2020 (for example adding "+90" to the rotation transform does…