What do you mean when you say 'connected'? The mesh needs to actually be skinned to the bone and not just parented or constrained or some such, just to be clear.
Do a unitize, select all edges then move and sew and then do an unfold constrained to vertical or horizontal depending on how they're oriented to get the ratio right.
That's really cool , the presentation is really well done. How did you constrain the marmoset viewer zooming in and movement? I couldn't find anything of that online.
Hi guys I've got a little problem with my rig. I have a bone orientation constrained to a dummy with an initial offset. I only want the bone to rotate along it's z-axis though. Is there a way to do this? I can't seem to figure it out. Maybe the answer is to use something other than an orientation constraint to begin with?…
I'm fighting with the polygon selection constraint to get the options for this command in Maya. I've selected the mesh, loaded Polygon Selection Constraint, set the Constrain to Current & Next and no options appear ?
I'm working on a robotic rig, where most of the parts can simply be parent constrained to the bones. I've decided that I'd like the hands to be smooth bound. It works fine til I put the bones group, geometry group, and the rig group all together into a main group and parent constrain that to a control curve. Then, when the…
Wow It really surprising, I solved the issue ! 1. I straighten the arms to forearm from front view (bending from top view) from forearm to wristhand I keep the position lower 2. I delete the IK and point helper on top of this, because I position constrain the IK to poin helper and orientaion constraint the wrist to poin…
i did this long ago, here are few things u can do fast and easy is to create a blend shape for the eyelashes that match the movement of the eye lids and then do a set driven key to drive the eyelashes blend shape by the eye lids blend shape. second skin eyelashes to joints, and vertex constrain the joints to the vertices…
Press s to scale on all axis. (if you then press x/y/z you can constrain to those axis, or shift+x/y/z to block scaling on that axis) For free rotation, just press r twice Edit: you can also use mouse gestures for transforming. Draw a v shape for scale, a circle for rotation and a line for moving. You can also use middle…