Once you apply IK, you can no longer directly transform any object in the IK Chain. To swivel the knee there are two things you can do: 1. Enable Select and Manipulate and modify the swivel gizmo. 2. Set a Swivel Target object in the motion panel. This is the preferred method.
I am not super good but basically if you can use a transform constraint on all the points on an ncloth you don't want to move, you can specify what verts can tear, when these tear you can drain the ball. Why not just use two particle emitters?
Here's me demonstrating the same thing happening in Maya https://www.dropbox.com/s/niv2geptee4jfso/2017-08-24_21-35-28.mp4?dl=0 Forgive me trying to dock the UV toolkit panel, seems to be a bug. Transformations -> Components are a hierarchical thing that exist in most 3D software.
It's a simple fix. After mirroring your object, freeze transforms. Still in object mode, do a normals > reverse. Hit control+A for attributes (might have to hit it a couple of times) until you see a tab marked "render stats" and expand it. Uncheck the box marked "opposite". You're done.
DarkStar: Youtube some of the new features like the bristol brushes, 3D tools, and the content aware transforming tools. Really cool stuff. Thealine: Your totally right man. Over the last couple days I've really focused on my brushwork. I have a lot of work to do.
MTM 8 Sweeper: [March, 2013] I got inspired by MTM 8 of Black Mesa (Half-life remake mod). I transform it into sweeper for Mars mine (blue is opposite of red sky color). The robot has 20 250 triangles and 1024x1024 textures. Pictures are taken in Marmoset.
I'm glad to hear that RSS is in the works... In the mean time thanks for that dapper link pyromania! I created this RSS Feed for the Paid Job Postings Forum:…
go back and watch like 5 episodes of thundercats, or transformers, or gi joe now" its all horrible the onlything that remotely made that stuff good was that we were stupid kids. none of these movies will be any worse than the originals. we are (well most of us) are just smarter now.
Now a bit faster and with a progress bar to assure end user that Maya hasn't crashed ( on hi tri counts ) download Another kinda nice: overclock muscalature: shift select crevice vrts to get the inverse ( the hills ): then editMesh> transform component or jes normal tool ( pump up the hills )
that transmographier modifier looks nice, Rob I coulda sworn bobo had a script to do this or something... just mirror your transformations along an axis and find a threshold of the position to find what points to modify on the other side... Anyway, thanks for the link that modifier looks pretty robust :D