The UX issue is that the recognition of contained data, as well as automation of compression and import. Before multiple standards were introduced, this naming convention covered all the bases it had to. The people interfacing with it is basically anyone from the art department to the systems department. Naturally, the…
i think I've tried that one and I couldn't get it to behave correctly sometimes because of the way it looks up rotation. Give that shot first, though. if not, I tested my quick script on constrained hierarchical things with animation I didn't add a gui though, so it just fully aligns to rotation and position. So hopefully…
I rigged up an octopus similar to this about a year ago, it was for a 3dsmax rendered project in max but it can be modified in a way to work real time, it just depends on how you set up the final resulting skeleton. I'll dig through my files and see if I can get anything more specific, but here is what I remember doing.…
You could made yourself a scale rig Its really simple you need a container -> empty group / object , parent constrain your model to this container and you have functional transformational rig , now just have to experiment with number for the scale value , imported data xN exported /N N is scale value You could make…
Hi everyone! Time for me to put up another personal project for critical critique. I had quite a bit of fun designing this Sci-Fi storage container and then using it to experiment and learn more about Substance Painter. My concept was for a robust modular storage crate that could be packed tightly for transport, and was…
Use a path constraint. This won't cause the object to distort at all but will just follow the path. I think you can also do an array once you have constrained the object.
Select the edges to straighten - Graphite tools - Loop Tools - Curvature - Straight. Does anyone know a way to constrain this to Edge or Face? (Edit Geometry - Constraints - Edge/Face doesn't work)
have you checked the settings of the orient constraint, that constrains the Leg to the IK and FK Leg? THe interpolation type should be set to "shortest"
Thanks man now I understand! Still I can't get the right way to parent constraint well the character's arm and leg Should it be something like this? Bone constrained to locator, locator parented to handle?