EDIT: fixed, the problem was that i had used position constraint on the upper front leg bone to link it to the spine. I removed it and used normal link and now it works As the title says. The problem is that when i rotate the character or just move it around, the front leg bones don't follow it correctly. Some pictures to…
For my arnold renders I have a few different render layers and when I render them without merging AOVs selected it creates different folders but with merge aov's selected I only get one master layer. Does merge aov's merge in render layers as well? Would I just need to extract them in nuke?
Is there a working merging/boolean script or function in 3ds max or any other program that allows to combine open lowpoly meshes? When I build the lowpoly for hardsurface hp-objects I end up with lots of intersecting boxes and stuff which I want to merge into one big mesh. For now I cut along the intersection an edge for…
don´t use the merge vertex tool is my idea. put merge to center on a shortcut like shift+C. snap the vertex u want to merge to the other with V and merge those fuckers. done, never need to use the merge vertex tool again. also i would recommend you work in centimeters.
Nice! For the underwater-scifi-lab look, you could look at The Meg and other similar horror-thriller movies for inspiration. What was the one with Samuel Jackson? Ah, Deep Blue Sea. Might help with the visual story-telling.
Hi Eric, thanks so much for the kind words and for taking the time to look at this! First, I want to thank you for creating those sample assets - they were invaluable as benchmarks for testing the importer throughout development. It's been great having high-quality reference models to validate against! You're absolutely…
Yes, please do this ^ I can't tell from your picture what vertices you are trying to merge since you're not showing the selection. In any case, merge vertex in maya has a tolerance setting- it controls the distance of the merge. Setting it too high has unintended results like this, or accidentally using merge vertices to…