i have a simple rig with like 4 bones. for some odd reason when i wire the bone y rotation to the y rotation of the dummy object. They dont reflect the exact rotation.So when i rotate the dummy on y axis, the bones rotate on x axis.
I think you're making things a bit more confusing for yourself Did this myself in XSI too, the way John said. Basically, you will have 2 (or 3 if you want) nulls that are placed along the forearm bone, the verts in that area are weighted to the nulls instead of the forearm bone (or you could skin verts near the elbow to…
I recently started using Sketchbook (previously just Photoshop) and the program appears to be fairly easy to pick up. However, despite looking up a number of search terms and reading charts of hotkeys, I have yet to find ways to re-enact certain functions I frequently use in photoshop. 1) Centering the image. The y-reflect…
best way I can suggest is to scale real quick then open you script editor copy the scrpt: Now past that script into your mel bar to edit it scale -r -p 0.243148cm 1.618771cm -0.562163cm 1 0.921207 1 ; undo then change the script: since I want to scale to 0 in Y at the end of the copyed script you will see 3 numbers with…
tengo solo 2 dibujos y uno es muy malo, basicamente cogí lo importante de ellos, diseño general y de la cabeza, y empecé a modelar a pelo, soy un poco burro a veces XD
try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg =
( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…
I often need to make straight a piece of photogrammetry or just a photo I want to project onto certain regular geometry . With "straightening" I mean something irregular and slightly deformed to become something having equal intervals and X/Y alignment typical for a texture. A baroque building facade for example or a road…
That gets trickier... I think once you've gotten the world position you need to rotate it's X and Y components and feed it back in to a new vector... newX = X * cos(45) - Y * sin(45) newY = Y * cos(45) + X * sin(45)