Hey so I've been doing a lot of research on these topics but the little things are stumping me. I created a jellyfish head out of an nCloth mesh, assigned a couple locators to the top and bottom ring of verticies, and applied a squash deformer to the mesh. I then animated a bounce upwards using that system. However, the…
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You can't use Biped to animate heads/arms falling off. You've got a couple of options. 1. Use a custom rig instead of Biped. 2. Skin your objects to Helpers that are constrained to the Biped. Then at the frame the limb needs to be cut of animate the constrain to a controller object that doesn't follow the biped.
@muchogrande oh sorry, I didn't watch it to the end. I see it now. I think we can consider that from-the-neck-up ragdoll blending as an appendage as well -- that is, in relation to the thorax, the neck and limbs etc. are appendages. So a similar mechanism can be used. Turns out that on Blender the cloth settings to get…
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…
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…
i did this long ago, here are few things u can do fast and easy is to create a blend shape for the eyelashes that match the movement of the eye lids and then do a set driven key to drive the eyelashes blend shape by the eye lids blend shape. second skin eyelashes to joints, and vertex constrain the joints to the vertices…
@snake85027 It's a bug in 3ds Max, a super old bug. You can adjust the Spline IK upnode all you want, but you'll get nothing good. Notice the flipping on the right tentacle. (The upnodes are in the center.) The work around is to use Spline IK on a duplicate bone chain (Chain B ) exactly how you set it up in your…
I propose Rexel Workflow when it comes to setting texel density while unwrapping. This workflow is for static images and is camera-dependent. Rexel is the final rendered pixel.Let’s say we have a scene with a vehicle model: an airplane with detailed objects and a few cameras, some distant for an overall view, but some for…
Charging by polycount makes no sense to me imo. Someone could make something with 10x as many polygons as needed with poor optimization quicker than someone who makes the topology efficiently while containing more detail. I personally consider style, complexity of the concept, and a comparison to another models level of…