I'm trying to snap the verts of an object to the faces of an object behind it. But it's insisting on snapping the verts to it's own faces rather than the other object (because it's own faces are in front of the other object). Anyone know of a way to have snapping ignore itself? Like "Constrain to Background" in modo?
You need a "lock" on your rig, on Morpheus rig you have a "Lock mid" on the IK, when activated and constrained, you can't move the elbows or knees, this is how you can do something like you want ! Without this on your rig ? .......... Well, good luck ! ^^
love the script, but i do have a question: does it always constrain its proportions to a square when i change it? im trying to get it to render out at 1440x900 and its always 1440^2 or 900^2...or did i just miss something? thanks man!
beta is up, pretty fun so far. the terrain/rocks are some of the best and most natural looking landscapes in games I have seen. audio deisgn is stellar as well. vehicles feel a little too arcadey/constrained compared to bf, but the on foot stuff is fun as hell.
Nice one Haidda, that's a great breakdown. Can I add an attribute to the control curve and link it to the squash factor? Just makes it easier to change the squash without grabbing the transform handle every time, it also means I can constrain it to like -10/+10 or something.
hi i am working on a mech and have come to the unwrap, i have mirrored and reused as much as i can, however im struggling to fit everything onto one uv sheet and making sure nothing is pixelated, im wondering for a modern AAA game like titanfall 2 would they constrain everything to one sheet or is it more important to make…
Click Joint. Attribute Editor -> Joint Labelling -> Other and you can type in whatever you want. Make sure to tick draw label. Dont think you can name an ik handle. But just use the text tool and parent it under the ik handle. Can also do like a constrain against the camera to act as a sprite.
Refining further, trying to capture personality. Still working out what to do with his mane, this dude has the best fluff around his neck ( like the original Rum Tum Tugger!) however, I hope to 3d print this, so it needs to be a lot more constrained overall.
Wrapit is great, graphite tools/polyboost are great too, and they interoperate well. Best thing about wrapit is that you can use any of your usual max modeling methods and it will constrain to the surface. It's definitely a neat tool. Well worth the cost if you have a bunch of retopo to do.
duplicate the skeleton, collapse it's transforms, constrain it to the old skeleton and trnasfer your skin weights to the new skeleton. if you actally need to collapse the controllers on the new one you can but you'll probably find it's not necessary - you simply animate the old skeleton and pull the animation of the new one