Since I've been so successful finding grade A help here before.... I'm back :D Still working on this script which is almost done. However I'm having more trouble. What I'm trying to do it; * snapshot all the meshes in an array to a new single mesh. (tempMesh) * determine the centre point on x and y - store these *…
Hi Ryan! Kicks ass as usual. I have one request still! When opening a normalmap would it be possible to allow the user to pick what kind of green channel is needed? Just a single tickbox with 'invert y channel' in the Open window would do the trick, near the Common Info tab. Also in that window it would be neat to have an…
thx but that doesnt fix the problem. its kind of hard to explain. ok, when i turn of the xform gizmo u have the pointer showing x y and z. but i can only have either one axis activated or 2 to make a plane, but i cant activate all 3. im wondering if i can set it up to where i can just rotate my model around and move around…
Thanks for your input! >You’ve also repeated the character without variation. It could be interesting to see the pose changing in increments with each copy. This is a tricky one, due to that being the point of the surrealistic depiction of the render. I think the boring A-Pose really doesn't help it. I tried to do…
@ vig: You have no idea how much help you have been.seriously. thank you very much :) Oh and you edited the post later? :D Sweeet. Ill be sure to read it once i up this post and my throbbing err.headache subsides:) UPDATES THANKS TO VIG Btw,some of the things addressed would/should definitely be similar to what you posted.…
Hey all, Here's the deal. I have a monster animated in maya and I did the entire animation in Y up. But I've recently learned upon importing the animation that UDK uses Z up... (wasn't paying attention to the xyz at the bottom). I just want to know if there's a relatively quick way to re-orient the mesh in maya without…
So, for all intents and purposes, lets say im rigging a turret. I want it to follow a locator. to do so i have 2 joints on top of one another (one parented under the other), the first aim constrained on the Y axis (Z is aiming) and the second constrained on the X axis. this works, but breaks and flips out after i turn…
For me, the best tv scifi shows have been Babylon 5, Farscape, Firefly & Stargate Universe. The common link between then was that you did not know for sure that a character would make it, all of them had problems, they were essentially just flawed people like ourselves. Each of the shows I list here had some glaring flaws…
I've used 3ds Max to do this, but you have to be really careful with UV offsets or else it adds seams along the edges. Best way I found is to make a calibration cubemap, with text and names in it, in your origination app. Load it in your destination app to figure out the transforms you need to do. Then swap/flip the faces…