How do you load guys animations across different Max-bones skeletons, like say if I make a great hand/finger animation, and want to merge just that onto another skeleton that has the same hierarchy? Use the default Merge Animation?
TechSmith, yeah I should have mentioned this if you install the logitech mouse driver it fixes the problem, I couldn't use their sensitivity tuner to get quite what I was used to, it is the default WinXP mouse driver that is some how corrupted by service pack2
ok, it looks like it is possible by default in maya.. however, after following these instructions I just can't get it working. can anyone else test it out please? http://toybunny.com/category/maya/ update: works with scale but not translation for me.. quite frustrating..
The Jedi Knight games were playable in both first and third person. Player's choice. Default setting was to have it switch to third person during swordfights, otherwise stay in first. Also, I completely disagree, I thought the JK series was absolutely awesome.
Hey thanks for the help. Actually figured it out. Rather than trying just the regular "Normal" modifier, I messed around with the "Edit Normals" modifier. Ended up breaking all the normals by face and presto! All back to default normals worked perfectly.
Are you sure you're seeing pixelization, and not the polygons out of zbrush? By default zbrush exports with hard edges. I can't think of any valid reason you'd have visible pixels at the resolutions you're baking, at a reasonable distance from the model. Can you post a screenshot of this pixelization?
I try to open up the color id script in maya 2016. I did not install the suite in the default direction, but changed the path in the settings.ini and the script editor aswell. When i try to run the script, it changes the path to a weird name. So i can't run it... Screens: Thanks in advance!
Anyone know why in maya 2016 the standard lambert shader default looks brighter in viewport 2.0 than previous maya versions? - in previous maya versions no matter which viewport renderer you were in it basically looked like the same value...now it's different - any reason? Anyone know how to fix this?
I'm in the process of testing out maya and most of it is intuitiv. Then there are all these plugins, some seem to have similar effects (nhair/xgen), but I have no idea where to start. What plugins should I default to for different disciplines like hair, physics, fluids etc? would be awesome if someone with more experience…
Hey, im trying to skin a character in Max 2011 using biped and the skin modifier. However, when I try to test the rig by moving the bones, the envelopes stay in that default T pose position. I've tried turning off figure mode as well as resetting xform but with no luck. Heres an illustration of the problem. Thanks in…