Cheers for that! I really do appreciate the help. I’ve found that I’m lacking in some of the underlying maxscript fundamentals since I’ve tended to s…
I was looking to do this: bone1.transform.rotation= bone2.transform.rotation to copy the orientation. bone1.transform= bone2.transform copies posit…
Custom rigs would be my preferred solution, and it is something that is being considered and experimented with. I just need to make sure that if Biped…
Paul – a genius idea! LoneRobot – I was using some of the CS twist links before, but it only supports a few of the extra helper bones that we might e…
Cheers for the reply Paul – work were kind enough to purchase your DVD set from CG Academy for me several months back, I’ve learned a lot of new riggi…
I’ve done some work on this and have a partial solution, but I hope that posting it here can trigger some ideas to get a better one. Apologies for th…
I THINK I’ve progressed a bit rx = thebone.rotation.x_rotation in coordsys parent ry = thebone.rotation.y_rotation in coordsys parent rz = thebone.ro…
That worked a treat. I’ll have to write some functions, and make it work with our game shaders, but it’s working: – Instance Textures – Test variabl…
Ah! It’s so simple really! I’ve been doing it the hard way, storing filenames and paths… Thanks so much, I’ll give that a whirl, and possible update …
Hmmm… Could you count the number of edges attached to the vert in the polygon mesh, then count the number of attached to it in the UV editor?
Got a working method. It’s messy. It doesn’t feel elegant enough…but it works. Using a scene redraw callback, I perform the rotate at any scene redra…