Ah, i should read your post before replying... so you already have a jiggle on a curve. Use a polygon instead, attach hair follicle to that (which follows the deforming geometry) and parent constrain your joint to the follicle
cool They're hand placed. Modo has backround constrain. I can put the skull and staff in the backround layer and whatever i model and move in the working layer, will snap to the surface of the staff, without letting me clip through it.
Totally. You may only want to constrain yourself to the laws of PBR if you are attempting to create photo-real art. However, deviation from reality is part of being an artist!
Thanks for the answers guys I was a lil spun out reading this :) One of the assets to create seemed a lil overkill to have that many textures but it should make things less constrained.
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Oh. I misunderstood. If it's just 1 uv vertex you want to slide, I would simply use the move tool. If the island edge is vertical or horizontal, you could use the move tool drop-down to constrain it to one axis...
Finally finished my 3D printed skeleton of which the bones simply snap together and it can then move with similar constrains to a real skeleton: Can be downloaded here: http://www.thingiverse.com/thing:644370 It is a heavily modified version of the skeleton of Last Knight.
Cross post to my Spec-Ops Helmet detail study. --> http://polycount.com/discussion/174371/spec-ops-helmet-detail-study#latest for ideas, crits & suggestions here is an image, of course constrained to 1k width, that's why it's cut off...
Twists really prevent the volume loss when the forearm twists. It's constrained to an axis. What that essentially breaks down to is: if you skin it to the hand bone, and you decide to BEND the hand at the wrist forward or back, half your forearm would bend with it.