I've been trying to solve something for about 3 days now and I have absolutely no idea what to do at this point. I'm basically stuck until I can get past this part. I have a problem with a bipidal rig where weird stuff happens if I try to mirror joints from one side to the other. I'm happy with the weights and the joints…
Thx for your explanation of the shift-bridge. Works similar to f2 then. Good to know this actualy works in Max should i need it. The difference is in the usability then since in blender you always use the same shortcut for all the scenarios and don't go through third party menu (unless you assign specific shortcuts). As i…
Alright, so this works properly. I've taken a look at your model and adjusted the UVs a bit. Here's before: After: You've got duplicate faces on the model that need vertices welded, just as a QC check. It looks like your issue stems from simply not having enough geometry to support the silhouette of the shape. This is with…
Torrent buildup isn't visible, only kunkka's hand gesture when performing the skill is. Particle wise I disagree that they are overdone. The stock Torrent and tidebringer are made up via tons of sprite sheets in the particle system. For example, the stock tidebringer effect has a bunch of fast animating, high alpha…
Looking at those wires you posted, I think you definitely have too much polygons around the bridge. You could get away with making it a whole block, or possibly something like this (288 triangles). Let the texture do the intent for the string, let the texture handle the super narrow strips, let the normals take care of…
I'm fairly sure mine is 1:1. G&P M16A4 RAS. It's an AEG, not GBBR. But still. If you can provide me the correct dimensions (if possible), I can measure my rifle. It doesn't look out of proportions at all, and it did cost some grants. I'd assume the only difference would be the depth proportions, which can be tweaked if…
your characters have a very nice form and concept but it looks like you could have done without so many polys behind the skater's knees. his legs are bent anyhow so you could just get away with textures/ normals representing the creases. I could say the same for the skater's face but it may just be the distance of the…
Sorry about not catching this earlier I was viewing in my phone and I couldn't make out the topology around the mouth and assumed it was what I prefer =/. As an animator that rigs up a lot of faces (mostly using morphs and occasionally bone based rigs) then I would much rather there be some kind of organized looping…
I am using auto rig pro, it has the best weight paint read for rigging the mesh along with versatility of creating new bones that are converted into deforming rig bones without any bugs, in contrast to rigify. I am currently animating a pony. I would prefer to take the pony step by step and orient the entire objects…
Hi when i make a spinner/slider, it works well but when i click another object then i come back to the object that have the spinner/slider custom attributes the value change to zero i want to keep the value when i click another object but i d'ont know what to do here is the code: ------------------------------…