yep, there are several. Check on "edge constraint" or "Poly constraint" in edit poly and you can slide them around no probs. 2: Align an object to the surface (align a box using align normals see the help file to find this). Then from the coordinate system click "pick" and pick the object. Now you can use that objects…
EDIT: fixed, the problem was that i had used position constraint on the upper front leg bone to link it to the spine. I removed it and used normal link and now it works As the title says. The problem is that when i rotate the character or just move it around, the front leg bones don't follow it correctly. Some pictures to…
"Does it matter if I draw digitally or it's better with pencil and paper?" IMHO you'll progress about 10x faster with paper, as digital is nowehere near as accurate and responsive. And you can always have a tiny dollar store sketchbook/notebook on you, as opposed to having to carry an absurdly expensive and fragile digital…
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Forgive me if I'm missing something(I am a blender user day to day). But it appears there is no ability to create IK solvers in Maya LT, only forward kinematics a or human ik rig. So if your game design included non human creatures then you would have to animate everything with forward kinematics? This really surprised me…
You can also use the Align Normal tool. Attachment constraint isn't all that practical unless 1) your main mesh will never change and 2) you want the object to follow along on the mesh as it animates. To place a new vert you have to manually clone the rivet (which won't move) then go into the motion tab > parameters >…
Note: I'm using Motionbuilder 2014 What is the correct way to animate the translation of my character in the scene after I've applied my walk cycle to it? I've got my smooth looping walk cycle on the spot/without translation and I've been trying to use constraints to animate the path that my character follows. I've drawn a…
I'm not 100% sure dude, but I doubt you'll need to worry about having triangles if your not planning on doing any sculpting. The triangle will cause a pinching affect when subdivided which doesn't look any good. I would personally pick a platform and work towards the constraints of that platform. After all your making art…
Shouldn't be any difficulties, you just need snapping enabled (with vertex mode on). Sometimes this can be problematic because modo likes to swap from vertex mode back to geometry when you change your tool or drop your selection. (that's with 701 era snapping anyway). The only other thing I can think of is maybe check that…