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Press b and then hold the left mouse button and drag left and right Mine is 2009 and should be for 12 bar.
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The pit can be that your brush diameter is too large, hold down the B button and the left mouse button and drag it to the left.
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I built a model, I used the 3D brush tool to color, but the copied model was gray, how can I do it? You can soften the line first, so that it is closer to the effect of the model after sleeking, and then adjust the points a little.
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Is your brush a big fork solved?
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,I know a little bit of maya.,It's convenient to send the file to my mailbox, I'll help you take a look.。
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Maya is set up to load differently from the plugin after installation, for example, if you use individual recognition for bone coordinates, all open files will be displayed according to your settings.
From the diagram, it looks like there is a problem with the controller axis. Take a look at the rotation values and settings of the two Maya controllers.
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If there is a tear in the animation model, it is possible that when you adjust the animation to connect the body and have a problem with the circle, if there is a tear, try to delete the joint of the circle and make a circle of parent joint
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You delete the maya file of the document and try it after opening maya.
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There is a possibility that there is a fork because you made a mistake when you selected the slidechain and selected the model brush weights.
Specific operation: Select the model and bones, Hu Wei then executes the binding, and the pants let Pei select the model and execute the brush weight command, and then you must select the bone you want to brush under the command attribute of the brush weight, if you don't select the bone, a cross will appear, and select the bone under the brush weight command to brush it.
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First of all, you need to understand the difference between FK (Forward Dynamics) and IK (Inverse Dynamics), look at your screenshot without any controller and IK tool handle, do the controller is to make the initial value of 0 convenient animation, because you will find that the value of the created bone space is completely chaotic, go to the Internet and spend 10 minutes to understand the basic bone bonding and IK construction is doing.
Secondly, by default, your feet will not collide directly with the ground, so whether you have the ground or not has nothing to do with whether your feet will move or not.
Finally, you don't have to think about how to set the y-axis of the foot controller value to move infinitely from 0 to positive, or to use an expression to prevent the foot from passing through the model.
The first problem is to go up and learn the elementary bonding, as well as the difference between FK and IK.
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FK's feet, IK skins done.
You should need to install the Microsoft Visual C++ 2005 SP1 Redistributable Package and the Microsoft Visual C++ 2008 SP1 Redistributable Package. You can do it online**. Do you need to install this?,There will be a prompt in the middle of installing maya2012。
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First, select the object or character in the scene to be baked, edit-->keys--> click Bake simulation (click the entry to modify each property) to bake the animation, and each frame on the timeline is displayed with red keyframes, indicating that the baking is successful.
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1. Create a cube.
2,edit mesh->bevel >>>More