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    Re: How should I re-target these animations?

    Hi, digital3ds! If you are using Maya's Human IK tools, e.g.., the Character Controls and the Control Rig UIs, it shouldn't be an issue to retarget animation across a variety of characters. Pleas...
  2. Re: Easy way to animate multiple geometry to make them progressively appear?

    hmm...instead of selecting the group node, try selecting the objects within the group. Also, did you put a value in the "Frame Offset" field? Without a value, it defaults to zero. For example, if...
  3. Re: Easy way to animate multiple geometry to make them progressively appear?

    hmm...instead of selecting the group node, try selecting the objects within the group. Also, did you put a value in the "Frame Offset" field? Without a value, it defaults to zero. For example, if...
  4. Re: Easy way to animate multiple geometry to make them progressively appear?

    Oh, this can also be used to animate follow-through in an FK hierarchy.
  5. Re: Easy way to animate multiple geometry to make them progressively appear?

    Here it is!





    /*

    Paste Animation with Offset
  6. Re: Easy way to animate multiple geometry to make them progressively appear?

    Hi, boxbob! The faster way would be to use a script! I'll create one for you :)
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    Re: Problems with tutorials.

    Hi, Mr. Meteor. You can now download the updated project files if you'd like. Video 54 of this course has also been updated.

    Take care!
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    Re: Problems with tutorials.

    Hi, Mister Meteor. We've updated video 54 and all rigging/animation project files of Introduction to 3ds Max. You'll notice that there's more consistency now between the model used in each lesson...
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    Re: Problems with tutorials.

    Hi, Mr. Meteor! I used a slightly different asset in the video than the one found in your project files, however this shouldn't prevent you from following along with the course :) There shouldn't...
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    Re: Fix Tentacle Tip

    No problem, Kristusch! I hope they help you!
  11. Thread: Bind problems

    by delano
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    Re: Bind problems

    Hi! Heat Map is designed work on "closed" geometry. Try using "Geodesic Voxel", or you might even consider wrap deforming the vest. And, then there's nCloth :)

    Here are a few courses/lessons...
  12. Thread: Bind problems

    by delano
    Replies
    2
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    224

    Re: Bind problems

    Hi! Heat Map is designed work on "closed" geometry. Try using "Geodesic Voxel", or you might even consider wrap deforming the vest. And, then there's nCloth :)

    Here are a few courses/lessons...
  13. Re: Indie Game Dev Pipeline Vol 6: Hero Char Rigging and Anim - 33

    Great job, Brian! :)
  14. Re: Indie Game Dev Pipeline Vol 6: Hero Char Rigging and Anim - 33

    Hi, Brian! Sorry to hear that you're running into a bit of trouble. Have you applied orient constraints to your finger joints?
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    Re: Fix Tentacle Tip

    Hi, SFV! Here are the Ask DT videos on rigging a tentacle in Maya! Hope this helps!

    98771212

    98771213

    98771214

    Also, here's a course that you might be interested in:
    Rigging Sea...
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    Re: Fix Tentacle Tip

    Thanks, Ryan T :) Hey, SFV! Currently working on an "Ask DT" tutorial which will breakdown the steps for rigging tentacles! The videos will be posted here. Will let you know when they're live :)...
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    Re: Fix Tentacle Tip

    Hi, SFV! Thank you for your kind words :) I really appreciate that!

    I think you'll get great results by using Maya's Spline IK Solver. It should give you the amount of control you're looking...
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    Re: Fix Tentacle Tip

    Hey, SFV! You might try using our Flexi-Plane rig taught in Rigging Quadrupeds in Maya. Or, if you'd like to use Maya's Spline IK, you'll need to make the system stretchable to prevent your joint...
  19. Re: Exporting a rig, controls and character as FBX in Maya

    Hello. wozza. Unfortunately, this is not possible. FBX will save your geometry, joints, textures, keyframes, and skinning history.
  20. Re: Trying to get my head around Max Axis Order behavior

    Hi, Animation Moustache! 3ds Max's Axis Order works similarly to Maya's Rotation Order, e.g., it allows you to change the hierarchical order of rotation for all 3 axes. To prevent the flipping your...
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