Auh! Its a orientation constraint.. (I know, your like Durrr). However, when I need it to move back and up based on the percentage the calf is raised/rotated in X? , thats where I'm totally lost.
I think they are actually starting to understand how much resurrection pisses off readers. Jean Grey has been out of the X books for awhile now, and there doesn't seem to be any magical return of Captain America.
Am I able to delete these edges and still have proper topology since there will be left over verts to the right, connecting to the skinnier faces? Or will the square now be treated as if these are all new sides, and create tons of triangles on FBX export? X's would be deleted, and O's would be kept:
Greetings, Looking for a 2D artist to create a background image for my MOD (1024 X 1024). Essentially i'm looking for something similar to this: but created with our character instead: We need this by early Feb, this is a $250 job. Please contact me at Matthew.diprinzio@gmail.com
SO I am doing this small level and a perfectly normal mesh appears broken in UDK. I am using the unreal actor X static mesh exporter. In Maya displaying soft and hard edges. In UDK with some faces missing. Any thoughts on why is this happening?
i'm using maya 2008. for some reason all my models where fine a couple days ago, but now all the sudden every file i import or open is flipped on its side by -90 degrees in the x channel this is fixable, but what a pain in the ass when everything was fine yesterday.
Im having this issue with 3dcoat, it stopped painting rgb and only paints white. Im pretty sure I pressed a shortcut by mistake and now there is a big X on top of my color switch, but no idea how to undo it. if anyone has had the same thing, hmu please
Currently having some confusion about the software called Sprite Lamp- has it been released yet for developer use? And if you have used it, how useful was it? I am working on an indie game that relies on pixel art, and I'm wondering if it's worth it to sink x amount of dollars into purchasing it.
@Nistrum: It's massive. Texture is 1024 x 2048. I plan to reduce it for the final. Maybe shooting myself in the foot a bit with bake times actually, but right now that's all I could find to keep some of the lines in the AO pass clean.