Sometimes IK/FK switch is a necessary thing. For example, your character throws the stone (arms FK) and then put his hand over his lips in some emotional affect (arms IK) and then quicly walks away (arms FK). In this animation it is very convenient to use such switch. I won't like to do it all in just FK. So, in this…
When I making a script that doesn't modify geometry I typically will use a mesh object so I don't have to fiddle around with EPoly, EMesh, Editable Poly, and Edit Mesh operation nonsense. I feel like there is a better way to do this, but I was just following your scripts flow and logic. macroScript crAlignPivotToSelection…
Hey Rashed, I think there is no way to deform that mesh without distortion. I would suggest you using a Path Constrain controller and one single chain link instanced multiple times. - Create a spline and apply a Normalize modifier. - Create a chain link and place the pivot on the axes center. - Apply a Path Constrain…
I did check out Unity's tree creator. It's kind of neat, but I decided to write my own system anyway just so I could customize it a lot more easily. For this scene I want to do a certain kind of tree with a certain foliage setup, so I wanted something that could do that specific task well :) So this screenshot might not…
have any of you guys even read her total crap script "The Third Eye" she wrote? it is nothing like the matrix or terminator, has some similar themes but it is the biggest pile of trash i have ever read in my life. the only similarities is that a lead character is called "the one" and there are robots involved.. but…
Same here, our copy showed up at work and while we can all install it at any time, no one will until after the current cycle is over. Even then people won't rush to install it until the first or second SP is out. Last time they rushed SP1 out just to get people to switch and it hurt. Seriously the list of features isn't…
cheers Daz. I blame myself really for knowing in my head that some jobs were n't suited to me yet still taking them. I have done it twice in a row and won't make the same mistake again. you know I am not a total dunce - I can rig and skin stuff pretty well and have even done a little coding/scripting + I am a reasonable…
Hell yeah I ended up using Skrubb's setup and was thinking about switching the upper/lower pits of the side button too just like Rock* suggests Yet I was wondering... Have you guys ever tried Amapi? It's viewport navigation relies on a very clever idea : the arrow buttons (that one hardly ever uses while modelling) are set…
My first guess would be that it IS the vertex normals getting messed up by Modo. It's one of the few things that I dislike about Modo is that it handles smoothing groups very poorly. Are you using obj to move your models back and forth between Max and Modo? And if so, when you import your model into Modo are you deleting…
I think OP meant what zbrush calls "creases" probably. A way to turn hard edges to zbrush creases so hard edge would stay hard when you hit "divide" button. It's possible to do if you apply a separate material to each smooth group in your 3d soft and zbrush would import it as fbx polygroups. Then its "creasePG" button in…