Yes, that's right. Use position /rotation constraints rather than aligning. You'll need to sample the animation at export or collapse the controller to get keys on the constrained bones
Project: Prospera - a Renaissance-era island logistics city builder (think non combat Anno in pre-industrial Mediterranean) Developer: Velarion Games (solo indie) Engine: Unity URP Type: Freelance / Contract Timeline: ~4–6 weeks after a paid test task (flexible, quality first) Budget: $3,000–$6,000 USD for the full scene,…
why wouldn't you guys just apply/delete constraints to find the position/rotation etc.? if you're afraid of hijacking the animation you could just constrain a locator and store those transformations? is there another problem that could create?
Modern Shipping Container Modular Home - Visualized and created by DEER Design - Tools: 3Ds Max + Corona - All images: https://www.behance.net/gallery/96553201/Modern-Shipping-Container-Home-DEER-Design This Modular Home is a beautiful combination of indoor and outdoor space, with a great room ideal for entertaining guests…
after I inserted an xref file (using drag) into scene, I want to make some instances from that file using shift+drag. but it only makes instance from root dummy of xref. I tried to insert xref from application menu, as I need to control all imported instances by one object(such as a dummy) so using "xref objects" is not…
Does max have animation constraints? In that case use the parent constrain to two different targets, and keyframe the weight of those targets to vary between following target A and then B.
Select all the objects you want to edit, then go to Select--->Use Constraints... With: Constrain: All and Next Properties--->Smoothing: Hard When you're done, click on Close and Reset.
This is a big thread. I just wanted to ask you renderhjs if your tool can constrain UV points to move along edges, like edge constraints in Editable Poly?
Look up path constraint. You could really easily make a quick zip tooth and draw the path with a spline and then path constrain the teeth along it, this leaves it very easy to edit/change the path