That is going to be hair and I am going to use maya's cloth solver on it for animations and bake them when they look right. Not sure if this is the best way but it seemed to work very well before if you or anyone else has a better idea please tell me so I can work that out early. Thanks for the crit
UI Artist REALTIME WORLDS Creators of the No. 1 hit game Crackdown and the eagerly awaited APB are looking for a talented UI Artist to work on our ground-breaking new unannounced project. This role represents a great opportunity for an extremely talented 2-D artist who is highly skilled in both graphic and user interface…
Perpetual Fx Creative: Looking for a skilled Maya Dynamics specialist for an video game currently in production. Experience with video game engines is a plus. Must be a quick learner and able to comprehend engine documentation. Must be a Problem solver. Must excel with use of Maya Dynamics. Excellent verbal and written…
Totally agree. It's easy to rant but it'a a lot harder to solve a problem. We at Polycount should be Problem Solvers. Not just for her but for every student, post grad, or aspiring artist. I've already had a conversation with someone that currently goes to the school I went to and I helped them with resources and advice.
I find it great that you posted it here for others to see. It's nice seeing art tests and their requests/restrictions. I don't have much industry experience but here's my 2 cents on this, just as food for thought. There might be lots of info packed together. Keep in mind that I do this with good intentions ✌️ I'll just…
Ran into a problem with docking: I screwed something up with my layout, so I set out to recreate it. When I dragged the soft selection window over the bottom of the docked user tool window, my viewport dissapeared almost entirely, you can just about see a sliver of it at the top.
re: perna Go ahead and rip. We don't want everyone thinking this release is too good to be true. It has some warts too. re: mRigids Is not currently GPU accelerated. Nvidia is showing a public demo of GPU accelerated PhysX solver, but we haven't announced any plans around this (nor are we likely to announce anything).
the first iteration of massfx was pretty bad imo but may well have got better - the problem isnt the solver though, so much as the options available in max. for example you can't keyframe objects on and off into the simulation or keyframe gravity to change value or direction over time, all options i've used before to get…
( from http://www.ogre3d.org/wiki/index.php/Exporter_3DStudioMax ) "1. Ogre does not support IK animation, only FK animation allowed. That means you cannot use Max IK solver for any bone chain in your animation. And you must have Position and Rotation keyframe for every single bone that you want to export for animation."…
Mop to avoid those unwanted results I have had luck doing this Have weight solver all the way at 0 use pin unselected uv's and this is the important part for unfold constraint check vertical then apply then check horizontal and apply. This fix's the unwanted results you get when you simply have "none" checked. hope that…