You could use Morpher to reduce contribution like Fabi_G suggested… Snapshot the mesh with the Edit Poly, delete the Edit Poly, add a Morpher, load the snapshot as a target, and adjust the morph target strength.
This selects camera - actionMan.executeAction 0 "40247" -- Views: Select Viewport Node and This selects camera target - actionMan.executeAction 0 "40248" -- Views: Select Viewport Node Target How to select both at the same time?
Hi guys, Does it matter when the morph targets for facial expressions are created? I have a character and was going to rig and skin it and then do the targets later on. Or should the targets be created before skinning? Thanks.
How on earth do you export morph target data as FBX? i've tried all the options included the bake animation checkbox and nothing seems to convert the morph target data. On import the FBX object sits there with no animation. 3dsmax morpher modifier > keyframes on different percentages of morph target swap > export as FBX…
target weld = pick a normal and target normal , and after that the normal is the same as the target normal im going to make a mash with that when im at home
I committed to a simple gameplay shooting system before moving onto all the other stuff. It's not a targeting system. Its a "aim and mark" the target gameplay system. Once the target is marked, one can pull the trigger or not. Player must mark the target in order to shoot. This should be fun enough to get me to the next…
Hello. I got a skeletal mesh with working morph targets and I created LODs using Unreal´s skeletal mesh reduction. The LODs are very fine, but the morph targets don´t work anymore on them. They do work on level 0, but not below that. Is there a way to keep the morph targets working? Thank you : )
I've stored a morph target and then sculpted on a layer. Now it seems that my morph brush isn't working. Do layers interrupt morph targets? I've tried baking the layer info but that doesn't work either.
biggest thing i dislike: targetting system. single target system is archaic and just silly. i want to be able to target an ally and an enemy at the same time, please!
Does max have animation constraints? In that case use the parent constrain to two different targets, and keyframe the weight of those targets to vary between following target A and then B.