I know this thread is ~2 years old but I found it while trying to solve the same issue. I thought I'd share the solution: The trick is to ignore the "Angle of View" measurement in Maya and instead copy over the focal length. So for the default Maya camera you would use ignore the "Angle of View: 54.43" and instead use…
My guess your issue is with 2d patterns like procedural brick texture because 3d noises look same from any view directions. For 2d patterns a common way is to use so called tri-planar projection. Blender doesn't have it by default but it's either possible to find on blenderartist.org or do it on your own: You make 3…
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You can by nature only plug one channel into an input, the blending of the poses need to happen otherwise. I did this once by assigning driven keys to various hierarchical groups (or locators) per pose: Say i have a bunch of locators, all in the same place, grouped one below the other. The eyebrow_up controls the lowest…
I was unable to locate any useful information on the provided links; the others articulated it more effectively. Erik has previously shared some highly beneficial resources, for which I have consistently expressed my gratitude. However, I will not tolerate rudeness from anyone, irrespective of their years of experience.
I think the appeal of college, (and I would say it is warranted) is that for a lot of people it is EXTREMELY difficult to motivate yourself at home, by yourself with little technology in terms of good computing equipment. The Art Institutes for me was a place I spent all my time in the computer labs. I met other really…
@Argent Thanks! It´s not easy to light this scene with a single IBL sky. I have a very dark sky right now with just a few bright spots. It´s doing pretty good job for sort of ambient light and give some nice reflections. I however would like to have a local IBL that will affect on a small part of the scene and not for all.…
Yea I agree any custom rigging I do is always along XYZ, then once it's all rigged up and is a functional skeleton it gets deformed to the bind pose. Just like the mocap pose doesn't need to be the same as the bind, the bind doesn't need to be the same as the rig default. Hands and fingers are probably the most note…