It's pretty simple. Select your object, freeze transforms then move the pivot to the centre axis. Then hit Ctrl+D to duplicate it. With the duplicate selected, look in the channel box and change Scale X to -1. Be warned, when you freeze transforms on this new object, it'll have flipped normals.
Just select the vertex and apply your weights using flood selected. The reason for the difficulties is, that the paint tool has troubles to access the vertex because of the sharp deformation during the skinning process (normal direction etc..) Sometimes it helps carefully raising the stamp depth and lowering the stamp…
Also, one of the biggest features I'd like to simply be able to select all the lowpoly objects in a baker. Using quickloader or modifying a material outside of marmoset for a lowpoly will change the material within marmoset and it can be annoying having to select each and every lowpoly folder to reasign an existing…
The wait is killing me. Today morning I had two dreams in my sleep. In the first dream none of skins were selected, while in the second dream two of my skins got selected in the top8.. very LOL. let's see which dream will come true.. xD
That's great! About the data modifier: I was able to use the smoothing groups of the face subobject mode as input. But I could not convert to edge selection. or creases, it gives strange results. I do not think the data channel modifier can convert smoothing group borders to selections or creases.
you can detach it, and copy paste the modifiers as an instance so any change will be carried across. OR alternatively put an editable poly on the highest level and go to poly mode and then select the ones you want and go hide unselected (or ones you don't want) and tick hide selected
Available on Fab and Gumroad Contents: * Overview * Initial Setup * Settings & Features 1. Light Color (1,2,3) 2. Brightness 3. Multi Colored Lights 4. Enable Blinking Lights 5. Blinking Speed 6. Collision Enabled 7. Spawn Point Lights 8. Point Light Settings 9. WPO At Distance 1. Overview String Lights is a blueprint tool…
I'm having a bit of trouble wrapping my head around your method from descriptions alone. Are you generating three mesh to curve outputs, sampling and blending them then offsetting points around? I'm asking because I'm doing something similar to generate hair cards, blending different curves for root, body of the card and…
From what it looks like, I would say you did not apply smoothing groups to your low poly. to do a quick test to see if this is the issue, select your low poly select all the faces and hit 90 on the smooth button. then re bake your model.
i forgot to say.When i import the fv_head.fbx i get this message This is how i do the skinning: delete deformer and non deformer history for all,freze and reset the transformation for my mesh,select mesh+joint and bind skin with this options and export selection(only mesh) as fbx