Look up path constraint. You could really easily make a quick zip tooth and draw the path with a spline and then path constrain the teeth along it, this leaves it very easy to edit/change the path
I dont think its all about dollars and cents here. You could work at EA making madden 20XX for the next hundred years and youll still have enough fratboy xbox dewds throwing money at the franchise to make a killing. That game will also never be about creative freedom, its a forumula and if EA could figure out a way to do…
When you add an object to a model container, the model container should have a root null just to let you see where it is. As for Child Transform Compensation (Child Comp), when it is turned on it allows you to move a parent object around without affecting the position of any child objects. This can be found on the Main…
Problem is I use shift middle mouse to constrain to an axis, then to reset the axis to x y z with no constraint in 2008 I could just hit w, in 2009 I have to hit q then hit w. Gayness.
Thx, entering the precise value while constraining is a good solution. Just to re-iterate - with UVs -> Snaps to Pixel enabled - move your shell to a corner - g to translate - press x/y to constraint - enter number to translate with precise value. (also you can use - for negative number)
I meant binding them after you parent constrain/bake the simulation. The way I was doing it was parent constraint > bake the simulation (bone that's following the mesh) > turn off the sim > than now since the anim is baked to the bone I bind each piece to its own bone.
I think the shortcut key for that is Shift-X ... you've somehow turned on Edge Constraints. The drop-down menu for it (if shift-x doesn't fix it) is somewhere in the Editable Poly rollout, under the Edit Geometry heading, I think. It'll say "Constrain: None" with a drop-down to select Face or Edge. Change it to None.
Hi everyone, I am a self-confessed Polycount ninja, having been looking at (and occasionally commenting on) other peoples artwork. I thought it was time to put some of my mini projects on here to receive some much-needed critique, as solely posting on my course forum and getting comments from the same few people each time…
Malice Paradigm is officially initiating core asset production today for our upcoming T-rated psychological horror game, "Teratophobia." We are starting with an accelerated 14-day development cycle to build a self-contained 7-minute Game Jam Demo. Voice talent casting is already locked via Casting Call Club, and we are now…