Hello! Introduction: I've been wrestling with the problem outlined in the title where I have a long animated sequence of a character comprised of many parts, rigged onto a simple skeleton. For the record, I did not build or rig the model, rather I had it commissioned for the project I'm managing. At this point, I'm the…
I apologize if I misunderstood your question, but can't you create the edges through a Blender-like solidify modifier? My MD to Blender retopo method uses three meshes (Posed high poly, flat high poly and flat retopo) and goes like this: - Create clothing and do a quick retopo in MD just to get the silhouette and edge flow…
probably the only tablet that will have the horse power to use most professional software effectivley is the Cintique from Wacom. because its essentially a monitor connected to a desktop system. i have been contemplating switching to a Cintique for a long time but i'm still undecided. it seems great for painting and…
Learn the following things: - familiarise your self with the topology of all the basic primitives and experiment with their creation parameters. - create polygon tool - combining and separating meshes as well as detach component, and merge vertices tool - booleans - insert edge loop tool, slide edge loop tool - extruding…
Kodde, you're a bit confused here. Unreal's normals work in tangent space by default. That means whatever you input into the Normal slot, is transformed to world space behind the scenes before it is eventually applied in the diffuse calculations. I know this is kinda weird compared to how you're probably used to work, but…
I do it same way Haiddasalami mentions. Check out the Pivot section under the transform node(not the shape that is). It retains the original values in the rotation/scale pivots. There are other hacky ways to do it, but this one I find to be the easiest and cleanest. If for some reason you would have 0,0,0 rotate/scale…
Heard. And I felt like I roughly understood your original post but the main three steps really confused me (I read it a couple of times and looked up some of the information on google but couldn’t get clarification). - Export thin version of posed high poly clothing and its flat version after resetting it to 2D. Also…
Hi I'm modelling a train (still..) in 3D Max which of course has some repetitive objects in it. I really wanted to avoid setting correct transform manually in Unity as well as reassembling the model in Unity from pieces. Fortunately Unity supports fbx instances, unfortunately transformation messes up somewhere on the way.…
It's a little hard to visualize what is going on but I think the problem stems from the connections to the main controls? That seems a bit odd, usually things in the neck(s) would only be concerned with things from the top of the spine and up, their whole world exists in that space not the overall space for the rig. So…
Can confirm this is happening for me too. It shouldn't be happening, but it might have something to do with it's order of transformations. Maya uses Scale -> Rotate -> Translate, and it seems as though in this example the scale is effecting the rotation axis. Picture it like a skew, Maya is applying the scale first but…