WIP 14 Slowly cleaning up a lot of the meshes and making adjustments to some of the forms and lines they're making. Also editing some of the meshes for more interesting animation actions later. I'm not digging my version of the teeth; I'm going to go in to modify them into how it is in the concept. Getting close to being…
So I ran the STL modifier, and none of the options show faces except open faces. All of these are open faces, but they won't merge. I delete them, and re-extrude them, but they won't work. Some won't weld together. When I bridge Two edges it makes a twisted face, and I can't make it not do that.
here's the first one I did. At the time I stole and modified one of hawkprey's concepts without asking because I didn't know any better. Also BLOOOOOOOOOOM God what was I thinking. Hell, you can get my ancient portfolio at www.ghostscape.com/oldportfolio. Theres a lot more laughable shit in there :)
Hi, I want to implement the skinning on my own software, so I am looking to either modify existing opensource stuff or just write it myself. Here is something I found but the description is so so. https://blog.tensorflow.org/2020/05/pose-animator-open-source-tool-to-bring-svg-characters-to-life.html
Ok so I made some modifications to the top of the grip (added a larger piece which braces the head at the back), modified the snout shape, gave some bends to the teeth and expanded the fire to hopefully give a more stable look. I took what advice made sense and tried to get the balance right, thoughts?
This is why side-effects make stuff hard :smile: You're iterating over an array and modifying that array at the same time. Either collect a new array as you go instead of deleting from you working set, or iterate backwards (i.e. for i = prueba1.count to 1 by -1 do (local TheName = prueba1[i] ...).
Hello everyone! Here comes the new update! I've added many details and effects, but it's not the final version. Some parts of the artwork are well-drawn enough and some of them require more detailing. I must figure out what works well for the art and what needs to be removed or modified, color and tone correction is also…
since the above link for the center to world script was broken, I am pasting the mel script below. Steps: 1. Select your mesh, 2. Center pivot by clicking on Modify>Center Pivot. 3. Open script editor and in mel tab, paste the following: move -rpr 0 0 0 ; 4. Run the script.
Just taking a guess, the systems would work via taking source assets and modifying them and using them as seeds. That means morph targets, and a hell of a lot of different types of source assets. Even in spore all the base animal parts were hand modeled and these guys don't have the programming resources that maxis had.
Inverted faces after using the mirror tool is a problem that Max had for a while now. To avoid flipped faces, just use the mirror modifier rather than the tool. To see the flipped faces in the viewport, apply a Reset XForm to all your objects and it'll show you the flipped faces in the viewport as well, once you collapse.