Hm, that's interesting. I had to look in the API docs to see any alternatives. It seems boy.types.PoseBone.matrix is the pose-space matrix with constraints already applied, so any changes happen after the contribution of any constraints. Try replacing the 'matrix' usage with 'matrix_channel', a different attribute:…
look into selection constraints. "Shell" I think is what you are asking about? It selects all contiguous components. Works with any of the selection tools -- marquee, paint, the tab hover clicky thing... you can get to selection constraints fast by Q+***left***click marking menu, otherwise they are in select tool tool…
No picture? well I'll just list what is checked off then Geometry : Smoothing groups Smooth mesh Animation: Animation Bake Animation: Bake Animation Start/ 0 End/ 96 Step/ 1 Deformed Models: Skins Blend Shapes Constraints: Constraints FBIK Definitions I'm truly a noob when it comes to FBX and Max..
Maya can sorta do it by using Select->Use Constraints. Then set edge mode and set selection constraint to 'hard' before applying the bevel. But yeah, nothing as streamlined as what you describe in c4d or using a script as oglu mentioned.
I think that what made these oldschool community challenges special was the fact that they were somewhat of a niche thing. So even with the best intentions in the world, mainstream challenges cannot recapture that now that everyone is terminally online. Pwnisher alone has more than a million subs. There are still…
You should have a Normals menu in Maya. Select your whole object and choose Normals > Soften Edge then go through either manually or with constraints (Select > Select using constraints...) and use Harden Edge along UV seams.
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
im working on some animations for a game, and i used splines as controllers and set the constraints from the bones to them. now, when fbx exports it doesnt keep the constraints, so the bones dont move. so is there a way to either bake in the animations before i export, or a fix to this problem. thanks
Polybend, you solved my problem! It was the constraints that was the issue. I had x,y,z constraints selected instead of just y and z, so the angle of my plane was going every direction. Now it easily snapped perpendicular to the edge.
Hi! The How The F*#% Do I Model This? is a great collection of different situations and place one can to turn to when stuck. Also share the reference, so people know what the goal is. The wiki might contain some useful for information and links relating to this and other topics. Frank Polygons sketchbook contains some…