@dg3duy If this is for an animation rig, just use Freeze Transforms command to define the base pose. Then you can use the Transform to Zero, Position to Zero, or Rotation to Zero commands to go back to the base pose. Alternatively use Set As Skin Pose, then you can use Assume Skin Pose to return to the base pose. I use…
Whenever I retopo in mudbox with Sculpt Detail checked on, The result mesh gets mangled as shown in the attachment. It happens to all my meshes that has been sculpted. The bug is very annoying and pretty serious. My only workaround is to have the Sculpted Detail turned off and then transfer detail after. Anyone have a…
I'm totally late to this party but I'll toss in my 2 cents. I've run into this a few times and what I do (which you probably haven't done and probably want to do in the future) is to place the pivot point for all of the meshes at the point that the biped scales from (the frozen footstep node between the bipeds feet). That…
https://github.com/3deric/retro_terrain Maybe this can help. I tried to replicate the transport tycoon terrain in unity a while ago. It has NO terrain editor, everything is based on procedural noises. But it should be possible to feed it with a heightmap. For this you would need to transform the heightmap values into a…
So, I've got a rig animated in one scene file, and I would like to have that same animation applied to a rig that is proportioned a bit differently (a male and female rig). So my question is whether there is a relatively easy way to transfer the keyframes from the male rig to the female rig? Worst comes to worst I could…
Hi there, I am not sure this is the best place to post this.. but anyways. We have a lot of Assets done for a FPS Project of ours, sadly its cancelled. So, we are looking for some interested individuals or Teams to whom we can transfer the Assets, it will no doubt give a Big boost to any Existing Modern FPS Projects. Ping…
Hi guys, So I've created a model and polypainted detail over the top on a high subdivision level. The model is intended for VR chat, so I've later realised I need to decrease the amount of polys significantly (to under 20k). I can't seem to transfer the polypaint layer down to the lower subdivision model without it getting…
Hey polycount! For a while im working on a out door environment. i started to work on the textures for the terrain now i runned into a problem i'm following this tutorial thats founded in the wiki. http://www.oggyart.com/tut_handpaintedgrass.htm It seems like Maya transfer map ignores alphas... is there any way to fix this…
The Baker is for transferring textures from one mesh to another, it allows for uv rotations when transferring normals etc. What you describe should work.
After doing hair for the first time it occured to me that maybe one could transfer vertex normals from the high resolution sculpt that you bake your normal map from onto the low resolution mesh. Would this be a good idea, do people do it?