Hello everyone. I was just wondering if there was a difference/other purpose in using a duplicated joint as an offset group for an FK control joint as opposed to a default null transform node/group. I have just recently seen it and was curious if there was an advantage to using it over the traditional null transform node.
I'm putting the finishing touches on my TF2 skin and I wanted to know if it's possible to apply a shell ejection to the revolver, which does not use it by default. I've got a custom shell mesh and everything. Also, could I give my skin a unique muzzleflash that doesn't exist on any other weapon?
Is their a way to draw out primitives based on the direction the user is viewing in Max? By default they're all created on the grid, but theirs got to be some sort of user-view-grid or something to that effect right? I've at least seen it done once before in Maya (though without explanation as to how).
When editing a curve in Maya, the starting and ending CV points are represented by an O and U respectively. Is there a way in MAYA to make them appear larger than their default size? It is important that I know all my curves read left to right O to U. Thanks!
Hello guys, can't wait to flex my muscle on Kindred, I have wanting to do a fanart of them ever since I saw their reveal. will be doing the default kindred skin. More updates next week. please look forward to it :) LATEST UPDATE:
Hi @Fabi_G , thank you for the feedback! To be honest, I'm still not sure about my general approach. I usually go highpoly-lowpoly by default because I'm not used to other workflows but maybe it would be a nice time to try something else. Do you have examples of low poly style assets?
I'm going to sound like a Max fanboi which is weird considering I use Maya more these days... Ok... You gathered wrong info or haven't been paying attention. It sounds like you don't use max all that often so I can understand not knowing or not caring. If you have a list of specific features that we could talk about that…
Let's see here. Off the top of my head: [ QUOTE ] First there is orientation alignment of bones. When you have for example three bones in the forearm (one for the elbow, two for the twist) you want them to be perfectly aligned. In max you could simply select a clild of the elbow and align it to the parent's orientation.…
Problem is related to our maya sourcing plugins from another location, that's on locked share drive. Not from the default plugin location. I've managed to make it work by mixing it with standard workflow w/o plugin... but it's not exactly convenient. I see potential in that.
Thanks! For this project Im using mostly smart materials and layering them with masks and selections. I have buch of materials from substance share and some from artstation. Also Im using the default painter materials for some dust or rust effects