okay, look man i was just giving you an accurate technical restriction as to why there is no true 3d transformation tool. take that whatever way you like, it was a barebones fact, not an opinion.
First issue, vertex colors and vector transform does not work at the same time. UDN Quote: Checking "Per Pixel Camera Vector" in the material properties will make both work together.
Why don't you try combining ninja and motorbike leather protection gear -> ninja for the pose[silhouette] and bike gear as inspiration that you can transform into something more asian looking
strange....make sure you reset transforms on all the targets too...as well as the base mesh...collapse the reset xform into the stack, then add the morpher modifier, then reload all your targets
God...that is all kinds of ugly! And yeah. I've seen this game played on the xbox. And his "feral transformation" really just looks like someone upped the intensity of his normal map.
click on the circle plus next to Bip01, then again on the circle plus of Transform. the should expose the Verticle, Horizontal and Turning that you are after. this can be done in both the Dope Sheet and Curve Editor
leave "Edit" mode, go to "Scale" mode (there's edit, transform, rotate, scale - should be in the top bar somewhere) - then you'll get a gizmo you can scale by dragging a particular axis.
hehehe, cool threadname That is a very weird bug, looks like something is trying to burst out of it, maybe the anit insectbucket has caused it to transform without turning into a cocoon (spelling) ... evil
Is it possible to import a mesh then transform to zspheres and keep improving with them and go uon and off the two versions of the model? if not is possible to "Add" new zspheres tothe model to build up new geometries and then merge them into the basic mesh?
@pasha_sevez So you did something a long the line of "storing a nearest body vertex delta transform which then is applied relatively" (thus requiring the same base mesh and vertex order) ?