my tip is to focus on 1 line at a time. go through it one at a time. rotate x, then rotate y, then rotate z, then translate x, translate y, translate z. If you try and do it all at once, you`ll be super overwhelmed.
I'm not sure what app you're using, but FK is Forward Kinetics which means the joints are solved in their parent order, IK is Inverse Kinetics which means they are solved in reverse. IK typically there is a end node that you move around and all the joints figure out where they need to be. With FK its the default bone…
Thank you! There might be an easier way than how I did it but, 1) I first created a Spline with the curvature I wanted. 2) Then I created a Cylinder with a PathDeform(WSM) modifier to follow the spline I had made. 3) After this step I go back to the cylinder and play with the diameter until I get the right thickness. At…
If you're using Maya, you should use "Set preferred angle". Rotate your joint to form the correct rotate plane, and use set preferred angle on each joint, when creating the IK it will use that rotate plane.
Love the lighting on the figure, and the soft bounce lighting! What's the source of the red light? Need to see the source, otherwise it's a bit confusing. Also why does the red light cut off in a diagonal mid-way up the wall? Statues typically have a base below them to stand on, they're not just stuck in a niche all alone.…
Step 7, For pick path choose the line. Press Move to Path Button. Mess with Rotation axis to line up leaf. If it is upside down. Rotate 180 degrees with values under rotate. Line up with Percent. Stretch and twist if need be to add some character.
What's REALLY giving me trouble is the hole. The UVs are a mess, I'm noticing. I need to keep that in mind for the future. I'd like to create a topology that rotates around the hole, and then I assume I'll need E POLES to change direction as I move away from the hole. It won't be easy. I start recreating what I believe to…
One small but very useful tip, switch on "Rotate on Y axis", instead of the default "rotate on all axis". It'll make camera rotation behave much more like it does in other 3d apps (ie, less annoyingly). It's in the sidebar directly to the right of the viewport by default.
Things are going great with XSI so far. The only thing I don't like right now is the rotation of the camera view. Is there a way to set the camera to rotate around the object instead of the plane. I'm talking about the rotation when you hit the S key and RMB.