Here I've got the Spine in place. In total there are 24 Vertebrae, split into 3 different sections. The Lumbar, the largest of them all supporting the weight of the upper body. Thoracic (Dorsal Column) which make up most of the spine, each Thoracic vertebra pair with a rib. 12 Thoracic Vertebra and 12 Ribs. Finally there…
axxic3, if you go into your User CP and click on Edit Options, you can set Default Thread Subscription Mode: with the dropdown to Instant, Daily or Weekly.
So I was pretty excited by this news until I got the inevitable limitations. And scripting is a big one for me. No third party scripting is in fact a dealbreaker. I think scripts are essential to my workflow. I use senecas various scripts when modeling, I use farfarer's and etera's collection when UVing, I use a script to…
Seconding Fabian... What is the function of "compute binormals in pixel shader" in xNormal? I understand that its different from just using mktt space since when baking using an obj mikkt tangent space is guaranteed but using that checkbox produces different results. Fabian to answer your 3rd question though, "Tangent…
low odor: Thanks, but that is changing the axis the the UV texture editor is using. I honestly have no idea what use that would have though. Noors: I use it mostly for architecture. I could planar map a piece of modeled trim, for example, and snap the edges to the edge of the UV space, then unwrap vertically. That way the…
4 - Ideas for added features - A setting for objects to occlude the ambient light coming from the sky. - I wish the legacy Toolbag 1 skies were included ! I miss the garage. And of course it would help when it comes to comparing renders between TB1 and 2. - It might be beneficial to have the materials present in the scene…
To rotate the arm while keeping the hand pinned in space you need to set an IK key on the arm (e.g. "Key Info" rollout > set sliding key) and then select the forearm and rotate it around its local X axis (set the mode to Local in the dropdown box at the top of the UI next to the rotate tool button while the rotate tool is…
In Max you can create shape from selected edge loop, then use "Lathe" modifier to create a mesh with any number of sides by rotating this shape around axis. I hope similar technique can be used in Maya.
the head still needs to be pulled back juuuust a bit more, but its better already. the arms look weird because theres no real hint at the muscles... its just sortof .. well.. the wrists shouldn't be bigger than the upper arm, and i think you could get a better topology on the shoulders by redoing it in the following way.…