If you need to use joints, all you have to do is place joints where the pivots are. The controls you set up will work fine, but instead of constraining them to the mesh you constrain them to the joints. Then all you do is flood the weights of each mesh to the corresponding joint. If you are having trouble understanding…
I did fix as per above but I was looking for a more " constrained " animation , Without having to animate everytime manually simulating the constrains , do you have any sugestions or tut on how to ? Also I need to reduce that scene and import to the spaceship and duplicate the animated gear for the three landing pads ... I…
Tick the other constrain to axis checkbox. Having used a bunch of different modelling programs i still think max's although not as good still stacks up against say Modo or Maya, its just missing some intuitive hotkeys for quickly changing the snapping type. But basically without the constrain to axis check box on, its…
Hlllluuuuutthhhh I'd say it looks like The Last of Us. Except it looks better because you aren't nearly as constrained by polycount and texture resolution. Incredible!
Ok, even weirder is it seems that this glitch is constrained only to the specific file. I just loaded several other files and there's no issue. Really really weird...
Sounds to me like you're looking for this: This will align to X, Y, Z anything you have selected. Combine it with constrain to get more control as well.
In that video, wouldn't Edge Connect + Move w/ Constrain to Edge work just as easily? Perhaps not on more complex shapes, but certainly on the more primitive ones.