I open 2 animation character ( run (0-20), attack(0-20) ) on 2 maya windows . I want copy RUN curve (graph editor) Ctrl+C , and paste into Attack curve ( frame : 20 ) = total 40 frames (run+attack) . But i dont know it dont work.
I will give you some pointers for now as I've actually got to catch a train in like half an hour and this is a dense topic, but here's what I would do in case of that girder. There will be a lot to research but I think it will be more exciting for you that way anyway. 1) Model your girder with either support loops added to…
Doubt there are any mobos that support x2 5000, but dont have PCI-E. Get the extra 2GB of ram, should run you $50 or so. Then upgrade that videocard, for about $80-90 you can get a 9600 GT http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&Description=9600%20gt&bop=And&ActiveSearchResult=True&Order=RATING $100-120…
Hi! I'm Yuriy, I create effects and animations in Unity, AE, PS, Maya and Houdini. You can check my recent work here: https://youtu.be/-dMoiwheZTA https://www.dropbox.com/sh/ibero2qcsp7k6kd/AAA7baNubnEJYhUOI630bbuDa?dl=0 https://youtu.be/0-wyk6l5WvA yuratarasovl[@]gmail.com
Why do you say temporarily move the overlapping UV's out of the 0-1 UV space? Is there a difference leaving them out of the 0-1 UV space after a bake as a finished asset? I don't move mine back, haven't seen a reason to.
Polygroups are based on the geometry at level 0, I've never put them on objects at higher divisions. If I were you I would try to get your polygroups set at level 0, it looks like the geo should support it! Sculpt is looking good by the way :)
you could do this: string $suffix = match("[0-9]+", `match "[[0-9]+]" $node`); or could use tokenize instead if you dont want to mess around with regex. The top code basically matched the [###] and then matches again for just numbers.
Is it possible to force the mask to use a separate UV set? So your main UVs would be scaled outside of 0-1 (tiling), but UV set 2 would be restricted to 0-1 (mask). Good luck and nice textures btw.
this looks like what happens to your UVs when they're outside the 0-1 bounds. Your lightmap has to be within the 0-1 space. Your regular UVs don't have to be but they won't display properly in the static mesh browser.
Hey all, I've been using this script that I threw together for unwrapping cylinders quickly in max. Basically combined a couple of frequently used commands together so that it is just one keypress. As well as solving an issue I run into often in max cylinder unwrap where it staggers the edge along a seam or doesn't weld a…