I know there are tree main solutions for external references in 3dsmax: XRef Files, XRef Scenes and Containers. Using Containers was buggy a few years and probably still is? XRef Scenes are not really suited for character design. So only XRef Objects remain. But XRef Objects seem to suddenly (randomly) move in the scene.…
Yeah... thanks. We are pretty conscious of the logic behind it (e.g., 'the zipper would drive expressions on the helpers to pull them in or push them out depending on its position along the spline' ;) ), we just don't know what tools would be optimal to achieve this in 3ds Max. We have some good ideas on how to do it in…
Hey @Scotty_Did_Does There are a few ways you can handle this but I will explain the ways I know. Firstly will this be intended for game engine use? If so the easiest solution in general is to have a "Weapon" bone on your actual characters rig, located at 0,0,0. Since this gun looks very simplistic a weapon rig won't be…
I second what Eric says. And you can't really have a fixed rule. You have to evaluate on a per-project basis how much you're likely to re-use that work later on, considering how many assets of the same kind you'll produce, or how generic it is. I'll tend to have cleaned up source files for tiles for examples, because I…
I solved my problem. I exported unreal engine 5 manny skeleton. I created a biped. I've done a link constraint unreal skeleton with biped. Biped ready for animation :)
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