Modified the impact following your feedbacks: Working on the trails, now. :) EDIT ====== Also just modified the size of the rockets, so that they're visible. ^^
CacheMod https://www.guruware.at/main/cachemod/index.html?fbclid=IwAR3s-G_l1HKe2rQz5IgrsIwqRFdcxbYqZqleNNtdiPg5CvaPOIKxVduYPS4 guruware and I have been working on this for a while. It was a great learning experience, especially how many small things I have to pay attention for plugin development. Respect for all C++…
Perhaps try this: 1. set the character in the desired pose (t-pose) 2. select the mesh (with Skin modifier) 3. in the main menu bar : Tools > Snapshot (options Single and Mesh) This will create a copy of the mesh in Max, set to the t-pose with no Skin modifier. 4. select the mesh with Skin modifier 5. Set Skin to Off (eye…
This is the problem in a picture: https://prnt.sc/gkb57d When I set a clumping modifier and then hit the xgen preview button i get the message: // Error: XGen: No clump guides found. [collection1,description3,Clumping1] and the modifier doesn't work at all The problem occurs only for the clumping modifier as i have seen so…
hello, can anyone help me figure out why I am seeing creases in my polygons after using the shell modifier or what I can do to avoid this? I need those polygons to look flat after I apply the shell modifier. Thanks in advance!
hello, this is probably stupid, but i want to use a keyboard shortcut for Modify -> Deform -> Push in XSI, and i cannot find it in keyboard mapping. anybody know how to do this? thanks
With Physique you can go down to the Edit Poly level and select which verts you want to work with and hide ones you don't want to touch. Is there a way to do this with the Skin modifier?
Also, the modifier stack in your first screenshot is a mess. This is a really bad way to work, since any changes below the top modifier will often cause bad results. Many modifiers are dependent on the vertex order staying the same. If you change it, you're going to get all sorts of bad things. It's best to work as "flat"…
In the next update I will include a function to copy the Smoothing Groups to a new EPoly modifier, so once you are done with the collapsed object you simply click on a button and then drag/drop the new EPoly modifier to the original object. Or perhaps it will have a feature to decide to which object to add the EPoly…