I'm not sure I understand the question - do you need general information about how rigs are laid out, or specific data about orientation of bones? When rigging a character generally the bone orientation will be X along the bone, and then you'd keep Y or Z common along the limbs. As I recall Biped in 3ds max has the Z axis…
Hey guys, So i want this piece of code to work within my ui that i have created but i just cant get it to work. This works on its own.. import maya.cmds as cmdsfaceSel = cmds.ls(sl=True)cmds.polyProjection( faceSel, type='Planar', md='x' ) As you can see i have had a crack at it but of course it doesnt work. faceSel =…
Hey All, I'm trying my hand at sculpting. I've chosen a concept drawn by Ransom Getty of a sort of Shambler-esque monster. I originally was going to make a base-mesh, but after talking to a mate they persuaded me to try these new-fangled Z-Spheres. This will be my first sculpt so wish me luck! :poly121: Any crits gladly…
I did want to add one more quick thing. Whenever I open up one of your example PSDs PhilipK, it throws up a ton of this error : "Unknown data has been encountered reading layer "z" and will be discarded. Continue?" (the x/y/z/-x/-y/-z changes of course) And I need to click through all of them to actually open the PSD.…
Well, for now, what I've end up doing is going in the keymapping and swapping the "X/Y/Z axis" keybind with the corresponding "X/Y/Z plane". So for instance "Y Axis" is now "Shift+Y" and "Y Plane" is simply "Y" This way the workflow is "Drag -> Y -> Drag -> Y ..." which is far simpler than repeating Shift+Y, still not as…
Hello, I'm very new to Zbrush, today is my first day using it. I've seen a tutorial on how to export my base mesh from 3d studio max to Z-brush. It says to UV map the model before exporting to Z-brush? I guess its important, but I wonder why. I hope someone can answer me, Thank you for your time :)
Hi Greg, In the Edit Geometry rollout, further down you'll see; | Make Planar || X | Y | Z |. Certain aspects of what you did in the video can be/are solved by the Z planar handling from that Z button (or X/Y respective to working space type). The Loop Tools ribbon-subpanel works as intended IMO; 'Straightening Curves'…
Not really sure how to setup a shelf button to have the settings I need like I am meant to have "keep image width/height ratio" turned on when its off by default. Making it X, Y and Z I can do but other settings no idea. polyProjection -ch 1 -type Planar -ibd on -kir -md z pCube1.f[0]; Thats what I get from a Z planar…
My 10 cents, 2 gig ram + 64 bit OS I can do render to texture bakes of around 3.5 million tris. I can import more but it crashes out. On my 4 gig machine I can do prolly 5/6 million tris. Remember the difference between the geometry count in Z-Brush and Max. Z-Brush is normally counted in polys so if you have 10 million…
If I remember correctly, Z-Depth just doesn't work with VRIMG. You have to render it seperately.Not such an issue if it's for animation. You could even do the Z-Depth with gray unlit material on everything, so it renders fast. Z-depth is unrelated to any light or material properties, it's just geometry. BTW dude, I see you…