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I've done this in Maya, but doing this in Max is a completely different story. >___>
When you hit "add button to the skin modifier" do you add the mirrored head off from the original blendhead? Just wanted to double check.
When you go back to frame zero and ask to adjust falloff etc I'm confused on what "line up" is supposed to look like. (My duplicate base head wants to go back to where the original basehead was in translation position.) Where are we lining up to...the original position of frame 10 or where the mirrored expression head is? If its the position of frame 10 my head doesn't seem to want to go back there with the fallouts adjusted...just the base of its neck, and the rest stays behind. LOL.
I think I get where you are going at that this base head is going to take the place of the mirror face, because the verts would just end up double translating...Never a good thing. >o>
Any help would be much appreciated!!!
I didn't realize you had to have the skin wrap head exactly on top of the mirrored head. Silly me.
I also didn't realize where the align tool was until finally stumbling upon it in the tools section. I hate being such a n00b.
It works now horray! Now to load the rest of em and set up those controllers. :hugs:
but since I've got your attention I've got a question.
Why do you put such a strong emphasis on making models with only quads instead of tris? I know of the issues that can arise when you use polygons that have more than 4 sides, but I didn't know about any prejudice against triangles.
My training was in 3D animation and media arts, I know very little about industry standards when it comes to game models, so sorry if this is an obvious question