A skinned vertex MUST always have a total weight of 1. You have to balance the weight between bones so the total weight is always 1. That's why you usually don't disable normalize unless you really know what you're doing. Usually you set rough values manually or with enveloppes, then fine tune with blend/paint. You don't…
Hey fellow users! After seeing all the wonderful forums and community activity, I decided to start a WIP thread for my project. Currently, I am still in the sculpting and hi-poly phase and am pushing myself to get out of that by chipping away whatever I can. My end goal is to get this game ready by the end of February, so…
Hey guys, I'm working with scenes where I get a 3D Object that is offset from the origin. When I use my mouse navigation in the scene, this means that the panning and scroll zooming only works as intended if my mouse is over the object I'm working with. If my mouse is ever in the negative space area of the scene, Max will…
I kinda agree with you OP. While I'm not against UV mapping, I do think some things about it sound outdated in 2015. An example is UV layout. People get criticized when their UV map contains lots of empty space, or if they don't overlap/mirror certain UV islands. I get the logic behind avoiding this but in a video game,…
How do you set the pivot point for an object to be one of its vertices? I've been looking for an answer for this for an hour now and I can't find a thing. I know I need to use the custom pivot editing tool but I can only move the pivot in relation to the grid; I can't force the object's pivot point to be set from one of…
Sorry for the necropost, but aaaaargh! I encountered the same problem with Maya 2015 SP5. It is infuriating! It somehow stopped happening after I unchecked and rechecked the Triangulate option in FBX export, but not before I redid my UV layout a couple of times. No idea whether the problem will come back or not, but so far…
My workaround has been to open the UV editor via a shelf button that adds a custom panel next to the UV toolkit. When I want to add something I look up the MEL command for it and add an entry to the list. if (`workspaceControl -exists PixelBUV`) deleteUI PixelBUV; TextureViewWindow; global proc…
http://www.rockstargames.com/careers/openings/rockstar-north Hi all, We have the following opportunities open within the art department here at Rockstar North, and you have the link to all our job postings above. Feel free to PM with any questions, otherwise you are best submitting your CV and portfolios through the links…
Hi all So,I'm kinda new to Maya and I facing this problem which I can't find anywhere any answers to it. While i'm working,without even touch the Modeling toolkit, when I use the new mutli-cut tool from the marque menu and finish it leaves the Modeling toolkit ON with this new manipulator which I don't want and I have to…