Yeah if you want to just get a point in space at any given time, just use: float $pos[] = `xform -q -a -ws -t myMeshNode.vtx[1]`; This would query the absolute worldspace location of vertex index 1 on an object called "myMeshNode". However if you want to actually lock the position and "constrain" the locator to the vertex…
For better UV snapping accuracy activate the UV subgrid and increase the u v values. (with grid & vertex snapping on for all modes) To snap to the grid and verts in the UV window goto Geometry Snap: Layers "Both" and (tick) Fixed Snap. Snapping in the viewport is constrained to the workplane's 2 axis unless you use a Fixed…
in max, select edge loop, under edge sub object mode select the create shape function. it will create a shape(spline) out of your selection. To scatter the models like bardler said you have a few options. you can use the constrain to path, path deform or snapshot tool in max. there might also be scripts for it. also you…
I understand what you mean by that but the thing is, i have gotten quite used to using dynamesh in zbrush, although probably not to its fullest potential yet, but i do feel it will workout with time........ Another reason is that i need to start body anatomy sculptings by the start of next month and that base mesh subdiv…
Thanks for your help Farfarer. ACS kit looks awesome but it (rightfully so) costs money. Money I don't have :< New question appeared: 6 - I didn't properly skinned the mesh. Should I be able to fix weights at this point ? I have all those dependencies and constrains. I thought that it won't be a problem to fix weights even…
structurally speaking wings are hands so thats straightforward. Your problem is the flappy bits. I normally end up with a combination of support bones constrained between the fingers and morphs that tweak the shapes at the extreme deformations. It has occurred to me to use a cloth sim to drive support bones an I may give…
If your rig doesn't need to display any dynamic interactions, you can bind your character to a simplified skeleton and constrain the simplified joints to your advanced rig's corresponding joints. Bake out the animation of the simplified skeleton and use that for Marmoset so it's all primary animations. That's the most…
Strange. I did stumble across this post I don't know if it will help or give some insight. http://polycount.com/discussion/88372/xnormal-normal-map-artifacts-blue-yellow and this thread: http://polycount.com/discussion/98373/normal-map-bake-artifacts-warning-9-screenshots Can't say I have ever had that exact problem in…
Hey guys, thanks for the replies but that's still not quite it. Like I said before, I don't want to extrude a flat piece of geometry along a curve. If you look at my example I have a piece of geometry with a hole cut into it and then that piece is duplicated along the curve so I don't have to make multiple holes, just once…
I wanted to ask if weapons will ever be constrained to teams like helms, it seems odd to encourage emblem incorporation but then make the items/weapons accessible to both sides. As cool as this weapon is, Agatha is going to look kinda bizarre rocking it, no? A: as in uzziels post, were allowing themes/design influences to…