Good tutorial but the music is covering, thank you
@noahyen2 жыл бұрын
Thanks well noted!
@noahyen11 жыл бұрын
it helps with transitions like movement data in a scene, like the view port
@noahyen11 жыл бұрын
Sure.. glad it helps..I just forgot to mention that you need to set a morph target for the eyes up and down positions..
@nonameatxxx11 жыл бұрын
Abdullah Nasher, Safa Studio, the state of art biggest Cinema Studio at Jeddah! we hire!
@Adardardar111 жыл бұрын
Can you explain exactly the point of the ExposeTm and the Reaction Manager's "Create Mode"?
@noahyen11 жыл бұрын
not sure could be alot of things, try changing the Local Euler to X Y or Z and see if that smooths things out
@Adardardar111 жыл бұрын
Well that was a really informative tutorial, thanks man!
@mercyCGI11 жыл бұрын
Didn't work in 3DSMax 2009. World Euler yes, but of course the Eyelids started to move as soon as I moved whole rig, since World coords. Not good! I solved this problem by assigning float expression controllers to my morphed splines in the track editor, so driving some skinning on my head model. The model is too high poly for using more than 2 morphs so I isolated small muscle movements. Having problems with the expression editor: if I code a more elaborate script it throws errors. :(
@Adardardar111 жыл бұрын
You don't have to answer my previous question. When i try following this method, the "LookUp" morph works correctly, but the "LookDown" morph jumps from .7 all the way too 88, so it looks jerky instead of being a smooth transition, and I don't know how to fix it
@yaladdin8610 жыл бұрын
Hey dude, just wondering, after I create the state of morphs for each eye in the reaction manager, when moving the look at controlers, the eyelids twitch and don't move smoothly with the contollers. What step did I miss or where did I go wrong? Any help would be appreciated
@AmranSidek9 жыл бұрын
the big eye box controller ..do we need to link to anywhere as when the body moves..surely we want it to follow?anyway thank you for this ..
@noahyen9 жыл бұрын
+Amran Sidek , its linked to the eye which is then linked to the head bone, thats all you need
@AmranSidek9 жыл бұрын
uh ok thx noah
@nonameatxxx11 жыл бұрын
hi i think you r Super awesome, do u ever know of vertex departure! that is extruding an edge thin keep swapping vertices positions to find the right an atomically correct clean mesh!ok, don't shoot!