Here is how I've come to understand it. It resets the transform matrix (position, rotation and scale) for that object it also realigns your pivot to the world. Basically 3dsmax is busy remembering what your object started as, and what you've done to it since. When you reset, it dumps that data and treats it as whatever…
Hi everyone, I just wanted to share here some nodes I have made available for free on gumroad. You can get them here: https://gum.co/non-uniforms – Non-uniform HSL The purpose of this node is to create colour variation from simple colours, and to help in colourizing flood fills. With this node you can have a simple colour…
Use a hierarchy to rotate things. Link whatever you want to rotate to a common parent, then rotate that. Either link camera to the rotating parent, or link all models and lights. Then render in passes. Legs only. Upper body only. Weapon1 with upper body matte. Etc.
Sorry for the old thread bump, I just found this searching to see who else models in Modo around here. Great thread, nice to talk about the positives of programs since I feel like I sometimes spend half my day complaining about problems with whatever I'm using. A couple things about Modo: 1.) By far the smartest camera I…
SB, I almost brought up the hand issue when DrillerKiller was talking about hands, but took it out of my post because I didn't want to stir up a hornets nest. Thanks for handling the hornets logically and delicately =) Agreed X 100000 Why make rigging and animation hard and possibly lead to worse deformation? I see a posed…
Does the script reflect how it's done in Max?? I can't seem to get good results. How are u supposed to get orient joint values from rotation? Hito, If you know how rotation order on joints affects axis and create yer control objects accordingly. execute the following script. else, before executing... yer nurbs circle fer…
Going postal! The barrel object attachment to that pole should be rotated to hide that seam if you can still rotate It. It is coming along, cool idea. Edit: Also if you can't rotate it, can you rotate the Uv's? I don't know cause I never tried to do things that way.
Hey all! I have two questions for you all Symmetry Question: So sometimes when I'm moving cylinders in my scene for a character and rotating the axis I want to apply symmetry. But when I apply symmetry the mirror is applied based on the cylinder's axis and location. Instead I'd like to have the mirror go across the 0,0,0…
Nobody is arguing that you can't rotate object or tangent spaced normal mapped objects. Remember there are three types of normal maps. - Tangent Space, can deform and rotate. - Object Space, does not deform but can rotate. - World Space, does not deform or rotate. This map looks to be rendered in world space not object or…
I haven't looked at the tutorial in a while but if they are "twist bones" or "helper bones" they come into play when you weight your character. Depending on how much wrist action your character has, you might be able to get away with none, or maybe one twist bone. Sometimes you might have to set up an expression or a state…