I'm trying to help someone whom used transfer map. I don't think the final tangent map is in the same setup I need. Does anyone know what the default channels and +_ for the rgb are and further, where this can be chosen? I need them to be in -x -y +z R G B Thanks.
Hi, I have a model 1.8million polys with 3 x HD divisions taking it up to 120million. Lots of lovely sculpted details involved and there is now a requirement to alter the base level mesh. If I GoZ and change the base, I lose all the HD divisions. Looking for a method in which I can bake/transfer all the sculpted details…
Hi, You can transfer skinning data with skin2physique script http://monsterblues.wordpress.com/2006/04/27/skin-2-physique-and-back/ It's pretty usefull. It transfers data acording to vertex positions.
Hello everyone, So i've ran into this issue and i cant seem to find a way to get rid of it. What happens is a weird seam shows up on my normal map edge and i cant find a logical explanation for why its happening, from what i can tell the maya transfer map engine misses a couple of pixels and then "finds" the edge its…
I and many others have been using fbx to go back and forth between maya and max for over a decade and never had this issue - which I suspect gives rise to the fact you can't find much help on here. I've just done a test (both 2017 but like i say, never had the problem) Transforms are respected when objects are at root or…
Subject sums it up basically...is there any way of transferring the influence of one bone ('upperarm') to another ('upperarm_twist')? (leaving 'upperarm' blank) Feels like something that can be done if I knew my way around some of Skin's dusty old tools...
Hey all, im just testing the transfer maps feature on a simple elongated cube. When baked im getting some strange errors in the normal map and im unsure why. I have laid out the uv's for the low poly and sewn the edges accordingly but the normal map picks each sewn edge if you like and puts a crease down it. If anyone…
You can check Pixel Camera box in your material to allow Vertex and Transform to work, but inorder for that to work, you must have a Reflection Node connecting into your Transform. Either Mutiply/Add your Reflection to whatever is entering your Transform, or subtract reflection by itself and again, Multiply/Add to whatever…
that is what maya instances do. if you want to move them with one transform then group the instances under a transform node "ctrl+g" if you read the second link it explains that an instance is a just a pointer to the original object with a transform offset. they reduce memory, helps performance etc. the addition of a…
hi ppl here is problem: i have a already done and skined model of the character. and i have done another model, similar to first. instead of start skin new model, I think its better to transfer skin weights from already skined one. it is possible to do in 3DS Max, if yes, how can i do this?