Is there a way to do this where the mesh you are constraining to the background isn't completely flattened but keeps its shape and is just deformed by the background mesh?
Im trying to make a mechanical joint where root is a pivot joint (only rotate around Y), then the middle and end joints are ball joints (free rotation) ive tried to constrain the first bone using the Hirearchy->IK menu, and that does a good job limiting the rotation to nly the Y axis but it causes the end of my limb to…
I'm modeling a rather simple but "straight" shape but i ran into a tiny issue where if i wanted to make a face planar at an odd angle it becomes a bit wobbly since all the vertices move in random directions to flatten it out. How do i prevent the selected vertices from moving, and making sure the remaining vertex is…
It's modeled. I made the shape by tracing the Black Label clothing line logo in 3d. then i background constrained it to the top canister. Here's the hipoly..
Having the multiplier set to 2 was a constrain of fixed rendering pipeline. With current shader programmability you can definitely add more control over that.
Bump and just to update: This can lead to regular part-time work for additional environments and parallax backgrounds (but doesn't have to if you are time constrained).
Hope you answered your own question. You're right though I do use constrain edge a lot. It's in most versions of max I believe. I am using 2013 in this video. You will see a lot of double clicking edges to select edge loop, and then moving them using constrain edge. The same with selection a few verts and scaling or…
If you search CG Society you'll find a bug from ~2005 where they explain a bug in Spline IK. It's still around. The workaround is 1. Create a duplicate dummy bone chain. 2. Apply Spline IK to the duplicate. 3. Position constrain your orginal bone chain to each duplicate. 4. LookAt constrain each orginal bone to the child…
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Hey Rashed, I think there is no way to deform that mesh without distortion. I would suggest you using a Path Constrain controller and one single chain link instanced multiple times. - Create a spline and apply a Normalize modifier. - Create a chain link and place the pivot on the axes center. - Apply a Path Constrain…