thank you for the answer. i am not a complete stranger to 3dsmax but i will be using blender. blender do have useful constraints but i am just grasping the rigging. hardest part for me is the 6 different legs effecting the platform and each other. platform and the base is the limit but even the tiniest movement in any lef…
Hello! For some reason Maya's UV editor isn't letting me scale in the Y-axis. Every time I try to use it it just scale in the x. I've checked my tool settings and my constraints are off and no video or search has been able to help me so far. Is there anything I should try to help me resolve this?
This is on Blender 3.6 using Auto Rig Pro. I have tried changing rest poses, adding new bones for the IK to target, adding constraints on the IK bone, retargeting on a Mixamo rig and trying to target the IK onto that, and none of it has worked.
The constrain feature seams hard to get at first in maya (esp snap to curve) but as I found theres a certian place you need to click on the gizmo or it wont constrain properly.
It sounds like something is position constrained but not parent or orientation constrained. I don't have time to check your file but off the top of my head, that sounds like the issue.
With silo 2 can you now modify geometry without having to use the tool handles or pre determine an axis you wish to constrain to? E.g can you hold a key then move the mouse and your tool gets constrained to the axis closest direction of your mouse?
i knopw what you mean scott. the fact that you cant bake keys in max is dumb. I bake all the time in maya. i am always constraining stuff, baking, reverse constraining, baking again etc. I sure do love maya.....
it comes down to time saving imo. Why model the same tables, chairs etc, loosing production time that could be better used for other assets\optimization, when theres a pack that fits the art direction and is well made ? Why model the same rocks\cliffs you see everywhere from scratch ? If you have time\budget then go for it…
Try stress-testing the physics system to understand tradeoffs. Make a simple container and drop 256 rigid bodies into it. Swap physics methods each time, from sphere up to per-triangle, and record framerates. We did this while developing a Wii game, and it was instructive. Mostly people here assume everyone's developing…