I suspect it's not exactly symmetrical on Z. Couple of ways around that... Try selecting the mesh (all of it) and then, in the left side modelling panel... go to the Basic tab and select Center Selected > Z. Or from the top menu, go to Geometry > Symmetry Tool, and that'll let you align the verts on one side of the axis…
Sheridan is known for their arts and animation so my suggestions are: http://www.sheridancollege.ca/Programs%20and%20Courses/Full-Time%20Programs/Programs%20A-Z%20Index/Bachelor%20of%20Applied%20Arts%20-%20Animation.aspx…
It's dependant on the precision in the depth buffer. If you want less Z-fighting then lower the far clip plane or increase the near clip plane. If you model with your clip planes set as close to the engine you're exporting to as possible then that will be a good indicator of whether you have stuff too close or not. Also,…
I guess it is. but that doesn't mean it stops there, you still have all the keying features you'd ever need. I do all my handkeying in motion builder. I know it's way standard in Sweden and I've come across tons of job listings where they want motion builder experience and I'm assuming it's not just for cleaning mocap. The…
From my experience, this happens in 3 cases. 1. The mesh is insanely huge - z buffer precision issue 2. The mesh is insanely tiny - z buffer precision issue 3. Turbosmooth gives me this sometimes when I have many separated meshes and very high overall polycount. - Not sure about the reason
ya once your used to it, it works great, hitting x y or z constrains to that 1 axis, hitting shift + x y or z stop's it from effecting that axis. if you want to do it with the widget shift + drag the axis you dont want. just like how using control key with the widget in maya works.
Here's the full uncut tale from today......... I made some fine line textures to showcase where i need to up the poly res in maya. Used it as a guide, fixed things up in maya by moving UV shell points, and added res. It didn't look perfect, but it was a little better. (Lesson learned, next time I make hair UVs, I'll use…
So, I am at a bit of a loss here and was hoping somebody here can help me. PROBLEM: When I am creating a control rig in UE5 (new feature) I am unable to get the IK bone chain to work properly. No matter how many values I mess with in the Primary and Secondary bone options, I can not get the bones to line up. I have been…
I think before you create the IK handle, make sure the knee-joint is a bit further forward along the Z-axis. The knee-joint should be a bit further along the Z-axis than the hip- and foot-joint. This way the IK-handle will bend the right way I think :) You could also use a Pole vector to further control the rotation of the…
#2 isn't really an issue. It's just that the author decided (or forgot) not to work in z-up. I believe setting your scene to z-up will let you avoid having to correct the rotation of your model once you've gotten it in the engine. Btw UT2K3 and UT2K4 are running off the same engine, and target the same hardware specs. The…