shaders as in pixel shader fur techniques? right now, everything i've seen looks goofy and there's always the problem of how to control the haircut. even in rendering tools like shag it's a pain to create a hairstyle. but with technological advancements it might become useful one day. the drawback with alpha mapped planes…
Because you're hard coding the bolt name "Bolt_01" but when you rename you are renaming "nut_01" What you need to do is to capture the actual name generated with the import string $current_bolt = `file -import "E:/Bolt_01.ma"`; And use $current_bolt for move/constraint/etc.
try duplicating and merging your AO and diffuse layers, for what i can see the magic tool is selecting everything because of the source texture. the AO will add constraints to the magic tool. Also try desaturate the duplicated layer, and play around with the magic tools values.
assuming the object will be playing back canned animation don't animate the game/export rig directly. use the minimum number of bones required to support the articulation (probably 4 in this case) and bind them to a proper animation rig that has all the constraints and controllers you need on it.
Pretty happy with how my quick mosaic tile came out. I used Tile Random for all the little squares as it has rotational constraints so when you rotate, no piece will overlap another. http://qt-ent.com/Blog/substance-mosaic-tile-a/
If you can do efficient art, you shouldn't have trouble scaling things upward. Unfortunately, doing good-looking but wasteful art does not mean you can be efficient, so keep that in mind. Relaxed constraints are not a reason to open the floodgates all of a sudden.
(All currently unsubdivided) I've begun work on the engine which is a ridiculously complicated machine. I've built the cylinders for the pistons: As well as the crankshaft and pistons themselves. Using a few constraints, I've gotten them to behave properly. http://dim.blenderge.com/Images/paddleFrigate/constraintTest_01.avi
See I actually don't mind occasionally exporting out to keyshot. I usually do it when I want to take a break anyway, and seeing my WIP nice and shiny helps my motivation. Obviously this isn't the ideal thing to do if time is a constraint.
If you don't feel like using the connect dialogue or what something more precise, right under Repeat Last in Edit Poly is a option for constraint. You can set that to Edge or Face, insert your loop and then set it to Edge and move it where you want it.
I'm trying to set a rig up which uses swivel joints, I've got some settings set up for one swivel joint for for some reason max won't apply the constraints to the joint. I've used HI Solvers for several joints but this one seems to not be sticking to the settings I'm trying to apply. Would anyone here have any idea on…