Acid rifle directions for use: 1.) is it a soft target? yes -> Spray with acid. no -> Drill hole to soft bits of target, then spray with acid via hole.
Vertex normal editing still isn't in. It was listed on the 2.68 targets originally (third to last bullet point under 2.68 targets), but I'm not sure if it's been bumped till next cycle or not. I don't see it on the current target list, though this smoothing group thing wasn't on there either.
Can't create Combination targets in the Shape Editor in Maya. This is what was in the console. doCombinationShapeCreate 1 0 4 R_LidLower_CTR; // Error: file: C:/Program Files/Autodesk/Maya2019/scripts/others/doBlendShapeAddTarget.mel line 66: Error: Invalid transform name for transform space target. // There is no…
to complicated and doesn't update, so you'd have to run the script all the time - the same can be done with smart objects create a file and in there a layer convert that layer to smart objects (thats your target) doubleclick it arrange both images (target and source) paint one half in the source smart object file and save…
Yeah, that was pretty much it. First time using Mixamo and I was impressed at how simple it was to re-target animations. I'm working on a target budget of $0 though :) so I need to work out a free re-targeting workflow. Definitely keep Mixamo in mind though, great idea.
BFF did work great, but has gathered a bit of dust since then. Another way would be to save the source Max file, then create a Container or Xref in the target scene. Everytime you save the source, the target Container would be updated. If Xref, IIRC you have to manually refresh the target .
What application? In Maya, use a Parent Constraint and set the targets as the scabbard and the hand - then you can keyframe the weight between each target to control what's driving it. In Max, use a Link Constraint, add the scabbard and hand as targets, and add key frame numbers then set the weight per frame.
I attached a max file (2017) as an example. 1. Uses Path Constraint (not Spline IK) 2. Each object has a Look At target to the object in front of it. 3. Each object's Look At upnode is set to the same look at target. 4. There is one extra object that the last can target.