Hey guys, I've been doing animations as sort of a hobby next to modeling for a number of years, and what i tend to struggle with most is having the speed continuous and fluent. Usually some parts are too fast, and some are too slow. The techniques i use to animate include using lots of link constraints, and whenever i try…
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1. edit pivot and shift+rotate and type in wanted amount of copies instances. This is the easiest and fasted way imo. 2. edit pivot and use extras/array. This gives you a bit more control. 3. create spline, go to animations/constraints/path constraint and select the spline. Then go to tool/extras/ and hit the third symbol…
I never use nor would I recommend someone to use the link constraint (it's the crappiest tool in max imo). There are some tools that can be found on the net that works way better than the linkconstraint or make yourself your own link constraint. About the IK / FK : I would do both then build a quick fk/IK switch with both…
You can also click on the ring for the axis that you want to use to activate it. Then hit spacebar to lock your selection, move your mouse anywhere on the screen, and the axis that you selected will stay active, similar to the axis constraints toggle. Incidentally, if you move your mouse over a blank area of the main…
There is no such thing as too much detail, only time constraints. Maybe performance constraints too. if you have the time you might as well make it as high detailed as you please, even it some of the detail is going to be lost in UnrealEngine, you're going to use the model in your portfolio, no? just keep in mind your…
I wouldn't use a direct rotation channel connection type of setup for twist joints tbh. I'd use an aim constraint based rig because it gives a much more stable result (does not suffer from issues relating to how eular rotation channels work). Have a look at this tutorial to get an idea of how the aim constraint type twist…
* Select all the uvs down the middle axis of whichever shell, then align the uvs left or right (once they are straight). * Then use the unfold command and set the unfold constraints to vertical, so it sorts out any stretching issues on those UVs. * Then select the other verts of that shell and do another unfold but this…
hi sama, here's what I would do: 1. create a dummy object you want to use as your light icon 2. create your light, and assign a point constraint to it from the object (select object, then light)- you might also want an orient constraint for rotation 3. go to the viewport menu 'show' and uncheck lights now you should be…
Hey guys thanks for the C&C's unfortunately i didnt have enough time to put much of them to use (school project time constraints!!!) I will probably go back and fix some things as there is a few things I don't really care for. Hope you enjoy it either way, About 5 or 6 or so days of work put in. Edit: Final mesh had a…