Yeah the porta potty might be a bit big, but I think I probably just made the ramps a little small this time. Right now the bike is just being animated by manipulating the transforms, I'm not much of an animator but I'll try to get it looking a bit more natural as time goes on. Thanks for the input!
Came to the boards around the time Q2PMP transformed into Count de Polys, then to #md at the time of the CuteDoll contest only to have my cute doll not do very well. I got some great crits though from Mal, Gwot, and James Green so I stuck around for more abuse
I do the technique as above. Yes but the UV space and the bitmap are two different things. Just set it to render a non-square bitmap. I just use the transform gizmo to stretch the UVs. It doesn't make texturing difficult since you can render out bitmaps any size you want.
I'm probably misunderstanding the setup, but can't you just sculpt on the attached arm with symmetry turned off? Both arms don't need to be aculpted if you're just going to mirror one over? Otherwise, be sure to freeze everything, 0-off your transforms, and export with local coordinates. Seems to import fine.
Reloading animations can reveal those unseen bits. Also holes in the mesh can cause shadowing errors. Deleting a few faces here and there doesn't really save anything anyhow, you would have to delete a bunch of vertices to actually save transform cost and/or memory. (as always, great advice EQ!)
Thats a terrible thread topic name. Grumbling aside, yes you can. If you look at the playmaker documentation, they have a "Blend Animation" action. Or, if your looking to mix 2 animations together...like having a walk cycle but add a guy waving to it, you could use the "Add Mixing Transform" action.
thanks for the tip, some googling revealed that it's Transform menu. local symmetry was turned on, i didn't know that there's also 'activate symmetry' button that you gotta click... and yeah, i did watch that tutorial. i gotta try that technique out, although the actual result didn't really impress me that much.
Update your FBX plugin, you're using one from 2009. Freeze transformations on the mesh and maybe try moving the pivot point to the bone you're binding to, though the latter one shouldn't usually be the issue. Also for future reference, Dota can support up to 3 max influences in the skinning tab.
Hey there! Here's another one. This one is a very common and popular creature/monster in the Philippines called a manananggal. It's kind of like a vampire but not really. Story goes that at night, an innocent-looking person transforms into this creature and goes around eating people; most notably, they love unborn babies.…
I have no idea why that collapse is so crooked. If you need to retain the straight lines, you'll need to select your pairs and do "merge edges to center" instead. Or you can use Transform Component to scale all of your pairs down so collapse can't stray too far.