I want to make slight changes in mixamo's animations that is what I want. In the default runing animation model holds the gun with both hands and runs but I want him to hold the gun with right hand and shake the left hand while running.
The default on a Makerbot is 0.2 mm which gives you some fairly noticable layering, although there are some tricks you can use to improve that. 0.1 would still have visible and tactile layering, but should allow for some pretty fine details.
Super resurrection!! OK, I've bound the RotateCW command to a key but mine is defaulting to 90 degree rotations around the view axis and I'd like to change that to 45 or even 15. Is there a spot somewhere in Max where that setting is stored? 90 is of limited value...
donated be great if you could tweak it so that it remains active until another mode / tool is entered ( with numerical input somewhere too ). currently it drops out of the tool on mouse release ( at tleast that's the behaviour i'm getting. and default selects move / translate )
Stretch it to fill the square. Then set the Use Custom Bitmap Size (under soft select in the options panel) to be the dimensions you want or change the upper right texture select drop down box to be your 512x256 texture instead of the default checker pattern.
yup, Use a polygroup so you can hide and easily mask that area. Also set a morph target in its default state so you can use the morph brush and "erase" back to the original state should you affect that area.
Hey this looks great. How do you handle alpha? PNG is on by default, but what about 32bit TGA vs. 24bit?, and TIFF alpha? What compression level do you set for JPG? Just the last one set via Save As?
To get the best result you would likely need a custom shader on which the transparency only affects the diffuse term but not the specular term. I believe the default transparency in Painter will mask everything, resulting in the loss of the specular reflection as well on translucent surfaces.
the default scenes should already have a dominant light in there. if you've added another one then the viewport will only show which ever one you last edited. when you build it may mess up because it may not know which to use.
Make the unfolded blendshape a wrap deformer for the object you want to deform. If the object is large you'll probably need to do some fiddling around with the deformer's tolerances, as its default settings assume small distances are involved, i.e. less than a centimetre.