I've seen this happen before, but I don't remember which version of Maya it happened in. Try making another modification to your mesh after setting your UVs. Something like Transform Component but not moving the component at all, then delete your history.
both max and maya can do that, the transform is separate from the shape data, so you can do all the moveing rotation and scaling you want on each instance, but the positions of the verts is from 1 mesh. you must be new to 3d?
What you need to do is: Raycast to hook point. Using that transform/vector3 as your center Use that radius to do an arch from point A to B on the circle you created to define the arch. start your motion along the arch from A to B.
Yeah I thought also about mantid Style Arms, maybe I get it together with the Human style, or some Transformation Style. First I ll finish the Tail, and then I ll make Touch ups and extras... before I retopolize it
Try multiplying you height map against the world normals. The image is from a tessellation and displacement Tutorial I wrote a while back. Tessellation Tutorial I find that using world normals gives a more consistent result than vector transform.
Jurassic Park can never get out-done. Seriously if Friday the 13th and Halloween, Nightmare on Elm Street could get 10 sequels...I say so can JP. It sure beats the fuck out of another Transformers, Twilight movie...
I've reviewed my workflow and it seems like using the bend technique works well. I was worried about the mesh displaying some shading errors due to general topology transformations but it doesn't seem like its the case. Thanks for mentioning the trick :)
perhaps Customize, Preferences, Viewports tab. Change the value of Non Scaling Object Size to be smaller like "0.1" otherwise working with the transform type in floater [F12] can be useful in that case as well because with the spinners there it responds to the global spinner precision setting.
[ QUOTE ] Well, what's the point of using normal maps to fake high res geometry when you can just actually use high res stuff. I'm not sure why this makes for a sad occasion? [/ QUOTE ] faster shadow calculation and transform
I don't know how to do this in Max, but if you are on Maya, you can bake all you maps to arbitrary meshes, eliminating the need to redo a lot of texture work. Saved me a TON of time. On the character I am currently working on, I redid the UVs 4 times while painting textures the whole time. In fact I had the textures about…