Is there a plug-in for max that allows you to choose how many bones can be used at once, then drag the vertices in the world into the position you are after for a certain pose/frame and realtime or with a pause it tries to get as close to that position by measuring the surrounding bones weighting. Sounds overly…
I'm currently working on a character project in Blender 2.8, where i'd like to create hair in a similar vain to Wind Waker or A Hat in Time. After looking around, i've found that these guys do it by creating a hair "cap" by drawing vertices over the head of the model that they've made, starting at roughly 4:30 into the…
So while I'm editing the vertices on my mesh after applying voxel solver, some of them need to have normalize turned off in order to change the abs effect. A few of them work pretty smoothly, but most of them do crazy stuff like this: The first image is the vertices selected with abs effect on 1.0. Second is the same…
I searched around the web for solutions my issues but i cant put it into words correct to find what im looking for, basically i have a object made up of 4 planes each plane has 2x2 faces, they are all set at the same xyz position with 45 degree x axis rotation intervals between the 4 of them. So in the center there ends up…
Hello everyone, I'm doing a somewhat high polycount model to get comfortable with Maya's workflow, shown here. I have a couple of questions. [*]Is there a way to put a radius on an edge in Polygon mode? In essence, I am trying to do in Polygon mode what the fillet command does in Nurbs mode. I thought I saw a MEL script…
Looks pretty good. Right now there is obvious repetition on the vertical bars. You have enough room in your texture to make several unique bars. Then flip some of those vertically and rotate to break repetition more
Hi,try placing your uvs horizontally or vertically. Also, in the way you have these uvs, is a waste of texture space. After you placed them horizontally or vertically, you can use 1024x512 or 512x1024 for resolution.
No you need to manually split the vertices if you want to allow this. Smoothing groups are simply a way to get multiple vertex normals into a single vertex. It doesn't actually duplicate vertices in the exported file. Only in the GPU for rendering.