Yea, doing the UV rotation manually in Unwrap is the point so I can easily define Flow Map direction by rotating stuff in Unwrap. That then also matches the strokes tiled grescale map, strokes go in 1 direction in the texture but the UV then changes the direction. I have no experience with writing scripts unfortunately.…
Just a few things you can do to minimize gimbal lock. Freeze Transforms on your animation controllers in the bind pose. Constrained objects don't matter, just objects you intend to keyframe. If your animation's starting pose is very different from the bind pose, then immediately create an animation layer to animate on. (At…
The program is doing something normally requiring laser scanning or the like, so for rotated images it does require a decent mask to work. The help files goes into detail about masking. If you have a clear background color setting the mask is fairly simple, you usually only have to paint out a few bits here and there. On…
I'm trying to follow the techniques for corrective controls shown in this video from about 40 minutes to 50 minutes, but I'm having some issues. I'd love some help or solutions! https://youtu.be/w17feznCBPc?t=2414 1. When I rotate a rig control (elbow in this case) further than the degree I set when I clicked, "Pose -->…
Welp, things are continuing to get crazier. I realized that the positioning was actually correct when the object was inserted into a scene instead of simply previewed, so I decided to just go with it and move on to animations. But now the animations, which I stored as Actions, are only exporting the very first frame…
Welp, things are continuing to get crazier. I realized that the positioning was actually correct when the object was inserted into a scene instead of simply previewed, so I decided to just go with it and move on to animations. But now the animations, which I stored as Actions, are only exporting the very first frame…
The second axis of a joint is what you need to pay attention to, on all joints. So, if your axis order is XYZ then the Y axis is going to be the one that you want to be doing the least rotation on. In Max, you can change a joints axis order via motion tab > PRS Parameters: Rotation > Euler parameters: Axis order In Maya,…
About 9 months ago someone here helped me gtting a roll bone system workign in Max5, using bones in conjunction with biped. Max 7 has it built in, but I want to add it to the feet, and maybe add some other bones. It's just working out the way I *THINK* it should work, so if anyone can shed some light on this it would be…
Helloo guys. Im trying to rig this thing i made in 3dsmax: its the fuel flex valve from a rocket engine. I have hidden the top and bottom metal flex tubes to make the problem parts(the 6 hinges+center joint) easier to see. Here is what i have so far: The valve is a part of a larger rig with a gimbal bearing in the center…
Ruz: I'm fairly sure (just looked a some things i normal mapped with rotated uvs, and noticed this in the past) that no matter the orientation of the uvs: "up" in the green channel faces towards the top of the image, "down" faces the bottom; and the same with the red channel for left and right. This is because normal maps…