In max is there a script/way to add a handle at 45 degrees to the move select tool? In 2d orthographic view this would mean a 45 degree angle pointer arrow in addition to the normal x/y/z handles and maybe in the 3d view an angle pointer in all the 45 degree planes. Is this possible in max?
Is their a way to draw out primitives based on the direction the user is viewing in Max? By default they're all created on the grid, but theirs got to be some sort of user-view-grid or something to that effect right? I've at least seen it done once before in Maya (though without explanation as to how).
not really against borrowing from arists, but just fyi evil, when I saw that I thought of these two things immediately. The influence is a bit strong... http://cghub.com/images/view/141133/ http://cghub.com/images/view/141482/
Plenty of room to add more fingerprints, I can bump up the cavity even more if needed. Thanks for our suggestions, definitely a big improvement! More images (Trying not to embed too much) side view front view
Did you try to export the Animation independently? There's usually an option that says export ANM with CGAs. If you did that and you got an i_caf instead, open the engine, go to View: View Pane: Animation Importer and import the i_caf from there.
Welcome to PC. These look like view port renders, you might want to try turning on anti-aliasing in your view port settings. Will make a bit easier to look at. Do you have reference this guy? If so show it :)
Very nice walk! I would say to tone down his body's ty. It reads well from the top view, but the side view it seems a bit much. Also, the feet feel very smooth for such a intense body motion.
On you next update, can you also show a front facing view? That plus the perspective view might help at least me personally spot any proportion errors. Which so far I don't see any.
A clean front and side view wireframe (no hair) can help get a better technical crit. Female faces are hard enough as it is, a perspective view with hair polygons all over it doesn't do much for crits, but great for hiding errors.
First initial polish pass of run cycle: Moving, game camera angle: https://vimeo.com/243297266 Still, front View: https://vimeo.com/243297871 Still, Side View: https://vimeo.com/243298335