When you say "skin to a deformation rig that's constrained to the biped", does that basically mean rigging bones and/or dummy objects in place of the default twist links and linking them to the biped in the same spots? Or are you talking about something more complex?
Hey, MoP, thanks a lot for the crits. At the moment I'm feeling a bit constrained by my computer -- I went up to subd level 7 and tightened a lot of edges up, but it's really chugging at this point. Will keep refining, but, something more like this?
Hey Got an issue. I'm trying to parent a weapon to a hand in MoBu. When I do, the weapon snaps to a random position. I even tried to do a parent/child constrain as well and the issue still persists. Here is what I mean: https://youtu.be/gvzvT8H-tW4
@EArkham... Couldn't you add a second filter - i.e. Graph -> URL -> Contains -> path_to_substances ALL -> Description -> Contains -> grass = filter1 Graph -> URL -> Contains -> path_to_substances ALL -> Description -> Contains -> grass = filter2 ? Finished up a chainmail for use with characters. My first material for…
Make a rig with unity friendly orientations (you can make it out of point helpers or geometry etc), constrain it to the animation rig and skin your meshes to that for export instead. Much easier
Loved the new sculpting improvements, can't wait to try that "Constrain Brush to Line" to make hard surface details. For those who bought it already: has "Export Selected" been implemented?
I tried to skin wrap a piece of geometry, the geometry is moving with the facial expressions/blends but when I am parent constraining the moustache with that geometry, the moustache is not moving with the expression ! any thought ?
Yep, you now have to turn 'backface cull' on in the objects properties. (In earlier versions this happened when you checked on 2-sided automatically... however it was a bit constraining so they 'fixed it')
LP version. This is without the rebar as I am using path constrained edit poly's - planning on baking out a single piece of rebar on the same texture sheet then instancing (instance on UV only, shapes will change slightly to add variation): Uploaded with ImageShack.us
Thanks everyone! edwardsomatic - We opted for a tileable atlas texture to allow more variation. Also I had to be mindful of constraining meshes to one material (if possible). This all goes back to our tighter performance restrictions with the scope of levels we had.