No Gimbal Lock...this happens, when you scaled the parent object non uniformly on Object Level. Don't ever do this...if you want to scale, go into Element or Vertex Subobject, select everything and scale that. If you absolutely have to scale on object level (don't know any reason for that...) then make sure the object is…
Because Maya UV editor only shows your selected objects UVs. If it didn't every object in your scene would always show in the UV editor. It's not like Max where its a modifier on certain objects and only then can you open and see the UVs in the editor. You can have the UV editor in Maya opened at all times and just select…
I'm no expert, but if I remember correctly $ is the current selected object. I don't think it can be multiple, and if it can, I don't think you can apply 1 modifier to multiple objects. Probably you have to cycle through all selected objects and add the modifier per object. Maybe something like (not max syntax I'm sure)…
yeah MikeF I'm talking about like this. I creating object and slice in maya. already I cutting object in maya. ready for to disperse, ready to fall. One object but two pieces or more part for other sword attack angles. 90 degrees animation touch object. result : object 90 degrees cutting. thats it... Why cutting animation…
this isn't real time related but I am doing a scene with gems falling and I need to know how to render only a certain selection of objects while still using the "hidden" objects to occlude the rendered geometries alpha. In the image I attached you can see what I want to do. I want the Green gems to be rendered by…
Is it possible to merge materials without attaching my objects in 3dmax ? basically it's the same function as attach objects, in the editable poly modifier. Only without attacking the objects together. This means it will have to match all the materials id's to the a new multi/sub material. hmm.. Example: i have a forest,…
The image above says all. :) Places the pivot of the selected object/s in one of the red colored circle. For Editable Poly object/s you can place the pivot in the center of selected vert/s. edge/s, face/s. Click with LMB on one of the red circle will tread all selected objects as one and the pivots of all objects will be…
Im stuck with picking up and dropping objects in UDK using kismet. I can pick up the object, move it around but no higher than floor height. Basically i was wondering how i can make it so that when i pick up the object, it stays in front of the player at or just below view height, or if i can get the object off the floor…
So I have an object. I'm done working with this object in Edit Poly. So I add an Unwrap UV modifier on top. As I'm unwrapping the object I notice I've made a mistake in the mesh. I don't go back to the edit poly modifier, I instead add an edit poly modifier on top of the unwrap uv modifier. Correct my mistakes. Then, to go…
I attached a max file (2017) as an example. 1. Uses Path Constraint (not Spline IK) 2. Each object has a Look At target to the object in front of it. 3. Each object's Look At upnode is set to the same look at target. 4. There is one extra object that the last can target.