You don't need to do that, the tip of the finger only needs to be weighted to the fingertip bone (or blended with the mid-finger bone). It will AUTOMATICALLY inherit the rotation of the parent finger bone even if it's not explicitly weighted to that bone, and all bones further up the heirarchy for that matter. Also, the…
I believe funky bunnies subobject pivot can do this. http://www.funkybunnies3d.com/tools.php The "manual" way i see is to create a triangle, snap its vertices to 3 points along the symmetry axe, and autogrid some object onto the triangle. There you'll have angles you need to retrieve a well oriented pivot. Align pauldront…
And it does feel like the governments and corporate entities are the parents that has to have their product marketed in a healthy and non-candy way, which simply just acts as another way to say that games are not good or serious in any way. Regular games help people in rehabilitation, regular games teach people things,…
You can make bones translate without affecting the rotation of their parent by turning off bone mode in the bone tools. You need to re-enable bone mode if you want to export this to something like Motionbuilder Actual max bones were designed for rotation, and as mentioned you can use other objects such as dummys, point…
ah the numbers actually do match in Max if your units are set in CM. It's just the axis are a bit backwards, just gotta figure it out like instead of -6.2654 it might be positive 6.2654. that's what had me thinking the scale difference was off, I saw it in the complete opposite direction. If you set your reference…
ZRemesher outputs are really OK for ~5000 poly (or higher) organics. I used it for all low-polys in my current personal project (alien tripod). But still, I wanted to make some optimizations in mesh in 3DS Max. For specific hard surface models, you'd be better with splines, arrays. Also - things like pivots, child-parent…
I graduated a little over a year ago and have yet to land a job yet. All I can tell ya is you will work a crappy job(cashier here) and bust your ass on your portfolio until it happens. That's my plan. Just have to be willing to work hard and wait it out. I don't really like being 23, living with my parents and working a…
Wouldn't that create additional texture sets though? I've actually managed to work around it for this specific model, but the reason why I believe overlapping would be a problem is because that means the overlapping UVs will take the material of the parent object, which is what I don't want. What I want essentially, is to…
Good work. Congrats on reaching the end of the long and brutal war of attrition that is finishing an art degree. I'm not really an environment guy so the best I can offer is this: Those fireworks are a part of the skybox texture right? I kind of feel like you might be better served making them a particle effect of some…
I think if you change the transform center to Local or Parent, and the pivot center to Pivots, then they should all snap to a single vertex? You should see each vertex with it's own pivot tripod. Sorry, don't have Max here to test.…