In your image the Pole Target is empty. That Bone.040 is acting as the IK target -- where the bones in the IK chain, a single bone in this case, will try to reach. It's not acting as a Pole Target. The IK constraint, when set to a Chain Length of 1, works the same as a Track To constraint: the single IK chain bone will…
I have a seperate head on a character and 10 morph targets to the side. When I morph to any target the original head moves away from the body. They all have the pivot in the correct place and have re-xformed everything. Any ideas on how to fix this?
Make the bits your want to draw attention to bigger. The example you gave above is designed specifically to work at the target resolution - hence the big eyes/head etc. - and as a result it does. You've made a generic, realistically proportioned human, which is fine if that's your art target but will never pop in the same…
Depends on your target engine or target tool. Xnormal uses the "MikkT Tangent basis" (you also can use your own tb plug-in), which gives proper results in most common game engines, while bakes from zbrush and mudbox often cause lighting and seam issues. It depends on which "tangent basis" your baker and target engine uses.
Generally, you should subdivide your low poly to the intended or target sub-d level for the final renders. So if you intend to use level 7, bake with that. When you preview it with other sub-d levels it will be slightly incorrect, but it should be optimal for the final use case. This applies to other baked maps like…
Putting a collider on the door also did not work it seems like. :( This is the script I have for my "Activate Trigger" public class ActivateTrigger : MonoBehaviour { public enum Mode { Trigger = 0, // Just broadcast the action on to the target Replace = 1, // replace target with source Activate = 2, // Activate the target…