for the edge loops around the wheel, i'd suggest selecting all of the inner edges using ring, cThen use connect to make a new edge loop. Then use the edge constraint in edit poly, drag it down so that it's almost right ontop of the outer edge you already have, remove edge constraint then move the loop upwards: ofc do the…
It does need to deform in engine. The idea is that it's an oblong eye that can rotate as the character is looking around while staying in place, inside the character's oblong eye sockets. I also have eyelids for the character made the same way, scaled up slightly to cover the eyes, and orbiting around them using separate…
Hi, local mode switches to the average normal of continuos subobject selection, so for polygons it might be at first a bit counterintuitive. There is Normal constraint which always moves the subobjects along their own normals, you switch it on under Edit Geometry > Constraints > Normal. Extrude moves the polygon along the…
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and lets not forget you can frickin define rule sets like edge loop constraints, edge to axis constraints, linear flow pinning or regular pinning that are all incorporated in the relaxing algorithm. mine too, its super fast workflow wise if not the fastest application I know besides perhaps silo. No bloaty autodesk…
Contract 3D Artist & Animator (Low Poly, Web Games) Type: Contract (remote, flexible hours) Company: Mid Games Inc. Mid Games is an independent studio building fun, accessible multiplayer web games played by millions of players worldwide. We’re looking for a contract 3D Artist & Animator with strong low-poly expertise to…
Correct me if I'm wrong, but I don't think you can have 2 root bones on one rig in unity, that doesn't really make sense to me. A character can have 2 root bones, via having 2 rigs. Another thing I've seen is 1 root and 2 hip bones. Only seen either of those done with mostly ik based animations so the state machines didn't…
Sorry I'm not the best at cloth sim or clothing terminology, but this is close to a circle skirt with a pleat(?) to make the sharp folds. All the other folds will happen by gravity. I think what I would do is create a locator at the center vert of each set, and move it outwards just a little. Then create a Transform…
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What I want to do is for one object to inherit the rotation of another object, but at it's local axis and not world axis. If I parent the thing, it only inherit the world axis rotation, but I need that object to the tilted to certain direction and maintain that direction while it spins at it's own local axis. Hopefully I…