Yeah, but I meant you could work it all out - the speeds of the rotations - and export each gear as a separate object with it's own animation (so that each object has only the frames required for a complete rotation). Otherwise they end up being several hundred frames long as you wait for all of the rotations of different…
renderhjs: I realy try not to start useless conversations here on PC. Thats one of the reasons I used this old existing thread and did not start a new one (maybe you just dindn't notice that this is a old one). I also checked most of the treads that turend up when searching for "Wacom tablet" and these answered some…
It's better to embed the images directly into your post, than to use Attach File (which makes it difficult to scroll through the images). You can drag-and-drop images directly into the post editor, or you can use the Attach Image button (looks like a little landscape painting). It is natural for normal maps to show…
Hey guys, sorry if this has been asked before, I have searched the forum and couldn't find anything. So I've made a CAT rig in 3ds max which I've skinned to a dinosaur mesh. The problem I'm getting is with the legs. When I try to animate a walk cycle the legs sometimes freak out and I get really strange rotational values…
Hi there, I have a problem with my rig. I have a 180 degree rotation on my root. From this root the hand, foot and hip helper branch out. Now is there a way to change this rotation from a already created animation? Changing the root pivot without affecting the children (3ds max) does work for the frame I'm in but a lot of…
Hey man, For the Mask rotation, you are going to want to move it to the spot, then freeze your transforms. Then weight it 100% to said bone. If it's still giving you wonky rotations I would recommend moving your pivot point on top of the said bone, so if it rotates for some weird reason on its own it will be forced to…
Here is a bit more info. I think I got the non rotated camera vector right. But after it goes through the rotate vector material function (with camera direction fed in from blueprints) to align it to the player view, something goes wrong and when I make a 180 degree turn, it stretches. Its possible that even the input of…
I always thought they just rotated from a single pivot per blade. At least for smaller camera iris's that looks to be true. [ame] http://www.youtube.com/watch?v=s2a4_J9t5Os[/ame] [ame]http://www.youtube.com/watch?v=W5RBZb7SqS8[/ame] [ame] http://www.youtube.com/watch?v=VUoVnl9PjPU[/ame] So for rigging you could just have…
Well the way the rotation calculations affect your final result greatly depends on how your object is unwrapped. Just visualize it by going into your UV editor, selecting all UV's, and rotating aroung the centrepoint. That's what you'll be doing in code as well. If you want it to look like every face of the cube is…
So, I normally model all of my objects in a T pose. Recently, I have created a robot and needed the joints to line up with the pivot points of the connectors. In doing this the IK was not working as it should because it couldn't calculate properly without a bend. So, I unbound (removed all my weights) and manually rotated…