if you want to fix that easily shotgun, do this: Open the original wireframe file that's just black and white. Select only the wireframe using the magic wand tool or what have you. Drag that selection into your texture file so you have only the wireframe pixels selected. Delete this. Now duplicate the layer, hide the top…
If you try to move a large selection of edges with constraints, yes, they can occasionally go haywire with multiple edges. Normally when doing HP modeling if I just can't get a large selection of edge loops to go correctly, I will simply use the constraints and move a handful of the verts at a time constrained to edges. As…
Using biped or regular objects? If biped, Quaternion or Euler? How many tracks are highlighted on the left? If you select just X rotation and only it is visible does it also move the others? You should be able to have multiple tracks highlighted and manipulate each track by itself even forward and back in the timeline. Do…
I use this very simple script to move the pivot to the lowest center point on the mesh, then move the mesh to 0, 0, 0. I use just before I export props (if I don't have a specific place the pivot needs to be). (--Sets the pivot to the lowest point in a mesh, then center the object to world zeroif $ != undefined then (…
I started using painter right before this project and I've had to learn it too. I built my wood textures from scratch for this project so I could learn how to do it. You can rotate your noises by selecting the fill layer, a transformation handle box thing pops ups on the 2D texture. You can use that to rotate the noise…
You'll end up with two maps one will have good ends the other will have good sides. It's really just a matter of layering them on top of each other in Photoshop then erasing out the bad parts from the top layer. On more organic shapes it can be better to just push the cage outward evenly just enough so that it encompasses…
Are you searching the user reference or the tutorials? There are very detailed step by step tutorials about making a squishy ball bounce down steps as well as a bunch of wobble toys. All of which give you the foundation you'll need to set up what you need. In case your help files are... dorked... I'll give you a quick run…
so if I understand you right... you want to shift the weights from Clavicle and UpperArm_Twist to UpperArm? You can try everything locked as you have now, select the Clavicles and UpperArm_Twists, then the mesh, Edit Influences -> Remove Influences. That should distribute the weights to nearest or neighboring joints.…
select your object. enter paont smooth skin weights tool. change Mode: to select. select your pain in the ass vertex. change Mode: back to paint. click weight hammer next to the Tools:. if that dos not work then i would dupe your joints and your model. make sure they have no stray nodes attached. and set up a new skin…
It didn't work unfortunately. I went into "Customize> Customize User Interface..." and scrolled down to Shade Selected Faces Toggle and it said it was still bound to F2; however, F2 won't change the face being selected in Polygon Mode from being highlighted and not for me. I should note to all who have been attempting to…