Not really... Because the skin weights are assigned to the verts by their numbering anytime you change that numbering it will mess up skin. You're envisioning a much more fluid system than has ever been built into any 3D app. You pretty much get a really good sense of how meshes will be skinned and deform and almost always…
Good UV's are when the shells give proper texel density to the model (high TD on things that are very visible, close up to the camera and so on and low TD on things that are rarely visible - such as the underside of a car). Good UV's utilize all the available space on the texture map. Good UV's have proper spacing between…
What an odd layout. Must be some geeky reason for it, I'm sure. Honestly, all cubemap generation from a 3D environment is done basically the same way. Drop a camera in the scene at the origin, set the FOV to 90 degrees, and then point it down the axis you need to capture. You can even set keys in your timeline so that…
I did a custom mel script to rig the wheels on my vehicle. Finding the algorithm was easy, the struggle was applying the mathematical formula to mel script and then get it working on all 3 X,Y,Z Axis. I may do a vlog going into detail about the problems the other youtube tutorials gave. But here is a demo of what my rig is…
I guess a button could be added to the script that converts the existing 4channel flowmap to a "traditional" 2 channel one. Well it's not a matter of correct or incorrect. The provided shader as it's setup, pans in the U axis I believe. You can tweak it so that it pans in U and V. This makes sense to me for stuff like the…
Yes, there is a bug right now that results in the document resolution numbers influence on the texel density being ignored and overridden by the resolution of your input maps. So, if you create a document in 4k for example, with a texel density of 2k, you would expect a texture to tile 2 times across both the Y and X axis…
Xoliul just tried to donwload the version on your website. 1.I deleted everything here C:\Program Files (x86)\Autodesk\3ds Max 2011\Scripts\XoliulShaderUI 2.Than did an install. 3.But the G axis bug seems to be still there. Do the mzp file on http://xoliulshader.com/download is the good one ? I took the full not the…
Definitely an improvement. The toes still look too small. Distance from the ankle to the leg lister and as emitters seems too short. Also modeling this in a very unnatural stiff-legged position isn't helping. I know it makes things easier via gridsnap and world coords, but max has a construction plane helper for modeling…
1. Yeah but why do you want to do this? There may be other ways or things to consider when changing bounds. What is the end result you are after? And with bounds I mean the bounding box, not the spawn area, to be clear. The bounds are used for rendering occlusion. 2. Add a Lock Axis module. It is in Orientation in the…
Computron yeah no problem- many objects have surfaces that don't conform to isometric views. I am frequently moving verts around or cutting in details where I have to tweak vertex positions on all 3 axis to get a continuous flow- that is messy and time consuming.