I got a problem with a modifier I'm trying to make in maxscript. The idea is to have an array as modifier on a object, so you can quickly and dynamically change properties on the clones. It works okay at first, but my problem is that the modifier doesn't know/remember its parent. If you add the modifier on a box, you get a…
Don't know if this is the right forum for this but this caused some confusion for me atleast. It is an error in the Helpfile that is the cause of confusion. Under the helpsection on the Characterize tab. The section about reference "Reference While you do not need a Reference object during the mapping process, this slot…
The current setup I seem to be having some luck with is Axis Angle and locking the W,X,Z axis, parented to wrist (with inherit rotation turned off) with a copy rot on all axis (with invert turned on for X and Y) plus offset and influence of .5 and space set to local local, and damped track constraint on y axis to an empty…
Thank you so much Alex_J! For some reason issue2 that I described above is no longer happening, but issues 1 and 3 are. I'm not sure the proper way to set min and max limits. I don't see an option for setting limits within the Advanced Skeleton UI. In this case, I am confused by using the per-node limits native to Maya via…
@ivars The first image is with the pieces seperated and joints parented. The second is when the geo is combined and the joints weighted to the mesh. In the first image the geo still drives the joints since its parented and the second the shards are driving the joints. I just cant get the animations to bake onto the joints…
There is always way out. I just made a quick test. Create plane add ncloth create locators along the middle edge parent locators to verts parent bones to locators result: bones are moving with the simulation and only 5 mins spent on this THe next step is to skin the lowpoly mesh to the bones and bake simulation and export…
Are you using maya? All you need to do is set up a few controls, a global, one for the rotation, and one for the pivot of the bluish top piece. Self group the controls to ensure that the get the proper inputs and make sure the pivots are where you want them. Then parent constrain the controls to the needed geometry. Then…
Escape. Yep, the sun is coming back and we're in for a few beautiful months where you can get outside and not be punished for wanting to be outside. I can't wait to go camping again. Instant funk-be-gone. Through the dark months, I do it in small ways, I get up early when everything is still quite and just bask in the dark…
Hmmm 2000... hehe well... i was 15... living in my parents tiny apartment in Brooklyn, I was a freshman in High School... hehe. And it feels like all the cool shit in my life basically happened right after that :) - Graduated High School - Went to some College - Moved out of my parents place and moved across the country -…
"So that means the more vertex you have in one direction, it will always have the gizmo towards that? " Yes. "Is there no way to actually having it do the center of the min/max of selection, instead of average (which I find to be a bit useless)." I don't think so, unless you use a predefined object/parent/working pivot.…