This really reminds me of the incredible Hulk. It would be cool if in game he was a deranged scientist and when he pressed his ult he transformed into the abomination which is Dr. Mundo. I like this a lot, keep up the good work! :smile:
great, thanks. i was just wondering. does anyone else know if it is possible to hotkey values like 0,5,10,25, etc. when adding loops, or chamfers or extrudes or if it is possible for the move transform type in, say a hotkey to zero out x? Thanks.
Fuck all I have is my web site, printed portfolio, resume and polycount. It worked for me. No demo reel. No fancy schmancy printed dvd transforming reel holders. Jesse Moody Senior Environment Artist Midway Games Chicago
Shift + (Tool Key) will cycle through the sub tools in Photoshop. Using combinations of ctrl shift and alt when Transforming gives a variety of useful results. In Maya ctrl+spacebar to remove or add all menus. Useful for screenshots or hotkey wizards.
ah i see. constraints probably will not be enough if it has to go to a game engine. But I dont know enough about animation in unity to suggest what to do on that end. to attach a simple dummy object really all you need to know is a location of a joint being updated per frame, so as long as you can access a joints location…
Is it possible to do sub-components collision between sub-components of a mesh in Maya. For example you put one mesh in a rest position, freeze transformations, then simply select some polygons or points then calculate the collision between the two objects, and when the, vertices collide with the other mesh it stops ?
Ok. Thanks. Btw, would you knoiw how to zoom into a camera which has its transform locked? I need to zoom into the camera like a picture with no perspecive change like pure ref. In 3dsmax, u have the 2d perspective zoom.
thanks pmiller001! I usually dry fit things to make sure they work, then figure out what I need to do to best make use of local transforms. but if you're asking about floaters, there's only a few. this was a modeling exercise from the start.
When you transform an image in PS, there should be a little set of number on the upper left corner of your screen. Just copy those values to your other map, and presto done. If you're resizing it, why not resize by the same value for the other map?
Are you parenting using shift>p or are you using a parent constraint? Using shift>p will always make the child inherent the transforms and rotation of the parent. If you are using parent constraint make sure that maintain offset is checked on so that it stays in place.