Thank you for taking the time to respond, but just to clarify, I’m not asking how to use Maya’s “Parent Constraint.” I’m pointing out that the feature itself is fundamentally not a real parent constraint, and that’s the core issue. the problem in the link you shared can indeed be solved by a "copy transform" (by blender…
Do newer versions of 3ds Max offer the possibility to transfer SME view tabs (so the exact layout/representation/ arrangement of the material nodes as opposed to simply merging the materials / material trees) between files? If not, are there tools for that? Couldn't find anything, and people don't seem to ask for it much,…
In Blender you can move edges, edge loops and vertexes along any edge direction ( with auto UV correction). So world or local coordinates , axis being tilted it's all irrelevant . You just hit G double time + Alt and hover over an edge you want as a sliding direction and get yellow track lines appearing representing…
I'm guessing 3dsmax? Biped, CAT, PuppetShop, Custom bone rig? IK/FK blending? Normally you're topology and portions should be pretty set before animating and there shouldn't be too much back and forth, thats not to say it isn't flexible and can't be changed but its not really open to constant broad sweeping changes. Some…
The thing is that in Modo you rarely move the 'Item' object. If you mess around with transform options Farfarer is talking about you can see you move the whole 'Item' object. It means you are moving 'Center' of this object around. In Modo you usually tranform polygons inside 'Item' object. Also when you create object it's…
Ok an N-pole shading error - (a vertex where 5 or more edges meet) which forces Blender to average face normals across different angles, causing dark spots or "pinching" artifacts when using smooth shading. And here's a few options that may resolve the problem 1. To fix the Normals and Smoothing often, shading artifacts…
It probably isn't your fault... Max is very forgiving over transform matrices on bones, it kind of knows that you don't want a stupid tranform on a bone because that would be silly. The thing is, it has to export the information to fbx just in case so when it brings the objects in, anything weird come back in without max…
My intention is not simply to criticize the game industry or to repeat the structural problems that all of us already know and struggle with. I don't want to be misunderstood. In fact, it is not even a sector that I am deeply involved in or closely follow.However, there is something I have noticed. More and more people…
I have an interview for a job tomorrow and i need help with 3ds max... im a maya user since two years and i just entered 3ds max... Im so off... but i manage mostly the features. The thing is, im at the uvw right now and when i unfold it, all the face stay squares. In maya, we have unfold 3d which is the same, but before…