Just curious how people give joint orientation to a controller when rigging in maya? I can get the controllers to have the right orientation, however, when I freeze transforms they obviously reset. I've also been trying a way which involves assigning groups to the controllers with the Group node holding all the information…
If you select a parent and a child--in your case, a group and the skeleton inside the group--the transformations you make stack. So as an example, if the child moves 1 unit and the parent moves 1 unit, the total distance covered by the child is 2 units. If you want something to move as a group, you only move the highest…
@capone when you select you substance in the explorer window is the Output Size type set to 'Relative to parent' or 'Absolute'? the parent size thing is only usable on relative to parent. But you're probably better off having it set to absolute and then setting the 'Output size' to be higher, try setting it to 1k and see…
For this one I've actually found nothing on the internet so far. Thread is 50% Substance 50% UE4, so I'll let the mods decide where they'll put it. Problem I want to work with Substance Painters new mesh masks, therefor I need multiple meshes that have to be parented (I think so anyway). However, in UE4 you can only 'send'…
Okay, Idk if everyone read this yet but we cant use our own Parent material, for our cosmetics. "You must make a material instance constant of this parent material Material'Item_Mat_Lib.CHR_Item_PM'. Items submitted with their own material or a different parent material will not be accepted." Its in the…
I've dealt with literally 3 things breaking in one day. The parent constraint broke where I parent the hips to control curves. Is there any way to reduce the amount of things breaking?