I'm not entirely sure if this is the correct thread for this question. How should I go about modeling and rigging a scarf? I am trying to model it so that it can move around without too much deformation. And the entire length of the scarf will be used for animation, so I need to know how to set up set driven keys to have…
I normally separate my model into parts as they would be in real life, so in this instance I would model the grip and trigger guard as one piece, the body of the gun as one piece, the barrel as one piece and the magazine as one piece etc. Basically if it moves or can be taken apart in real life, model it in that way. Oh…
I think it would help if people opened the file and tried things themselves. I'm starting to lean more and more towards bug, which means we probably shouldn't post about it in this thread anymore. What's interesting is that if you look at the gizmo axis in my screenshot, if I move the rigid verts around, they will smooth…
More problems with cylinders. :s I successfully took care of the first step which was joining a smaller cylinder perpendicularly to a larger one, but now I need to join another, slightly larger one like so and I don't know how to proceed as with the last one because it's edge count doesn't line up nicely and I can't move…
Hi Again! I continued practicing with some photobash reference images and came across a landing gear. This one part is turning out to be really difficult. I tried two methods. The first was making a side view first and then manually moving edges to create the curvature and the second time i tried to do it with boolean. But…
@Thanez Nice! Its pretty much the same way as the 'smoothed' version in my screenshot. The smoothed version has additional edge loops to maintain the bevel of the edges, the same zigzag and what not. Also you can pretty much do the same thing with a bevel of 2 segments, like in my example. I just moved around a few…
Sorry, for some reason my thanks was not posted, so I've posted it now above, albeit very, very late. So again my apologies. I don't take advice and help for granted. I have a quick question regarding my process (should be v simple) Let's say I have the top and bottom vertex where I need them, and I want all the vertices…
Hi! I was hoping someone could lead me into the right approach of such shape. Military equipment is tricky.. So normally for helmets, I've had luck cutting out the shape with curves, like I've down so below, lofting it and retopo the sphere. However, this specific helmet has some harder aspects, and I've had no luck so far…
Cross-posting from a thread I made on the p&r forum: Alright, I'm having a problem with one of the spots. Here's the original shape: WHen I turn turbosmooth on, it looks like this: Pretty obvious results, right?. Now, I want that slope to have less of a curve. I basically selected the edges and added some extra edges to…
When I connect the train to a path constraint, the pistons flew else where in 3D space. As you can apparently see, near the top left hand corner is where the piston is at in perspective view while the train is on the spline. I was basing the animation concept from this bonus chapter on "Rigging the Hudson" by Chris Harvey.…