Update. I tried rig in a blender. I like it. In the process, I moved the central bones from the axis of symmetry, so I have to redo everything. But overall pretty nice. You can save poses in it. Created a skin in Painter. Tested eye material. But still, work is slowly moving.
Ah I see.Instead of adjusting the number, I think you'll get a clearer picture rotating the handle. They do the same thing. As to which way it mirror, that is set with Axis attribute.
x - stoped you from using the axis's afaik, just telling you what you asked for.
"disable moving a face or vertex freely without the transform gizmo?" Sry if this is unhelpful i tried, gl.
For converting in Xnormal use those RGB +X +Z -Y It's for obj export from Blender . I would apply transforms too , just in case. No idea if it works with fbx same way, probably needs different axis order. and if I am not wrong X normal doesn't do it right with exr , some gamma troubles. I did it with 16 bit png
@MagicTurtle After some testing and troubleshooting with zbrush and substance, I've realized that for some reason upon export to .fbx zbrush changes not only the scale by 100 but the position is changed too (i have an axis setting wrong?). It does not do this with my .obj files which is why they were baking fine.....I will…
Maybe someone will chime in with more exact info but in the meantime here is an old post from a previous answer. With all character bakes the model pose is ideal for baking textures. In this case you could probably curl the arm backwards to expose more room around the suckers. This means when the tentacle is at a relaxed…
@DanikaPuzdrowski I can't say much about the compass animation. I am working with a contractor who takes care of the programming. I do know that we consider world axis of z to be north, and then I think it's not to complicated to lock the compass dials local rotation to always face that way. On top of that a smoothing…
How about you have one free-flying parent joint, a helper joint, and a scripted button to automatically keyframe all of its direct child joints (you only need to keyframe them, as their own children will follow along) with the inverse transform of how they are transformed after you change the pivot? In other words, you…
Greebles for the sake of greebles, nowhere for the eye to rest. No functionality for that giant glass chest. Those would be my thoughts. Fictional spaceship design is about three things: 1) Silhouette. Your ship should have an angle(s) that it's immediately readable from. Eric's pieces start with the silhouette and go in…
HairTG - Hair & Fur next update will for the first time go beyond texturing and into the 3D world :) Actually I have been experimenting with hair card grooming and well, it took me some time so I thought I could do a tool to automate some parts of the process in Blender. This was actually unexpected but well, it turned out…