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Found 4 results

  1. Hello all, once again I've hit a dead end. I've looked all over the place for such help, but it is such a huge jump from A:M to Blender that I was hoping anybody with experience in both could help me out. I am only familiar with constraint targets in A:M, but I can't find anything like that in Blender for correcting free models to upload to Turbo Squid. So limbs are stiff and fail to work very well without such targets like in A:M. Does anybody know how to fix this? Also, for a similar issue, I would like to know how to make tails behave like in A:M. A:M makes tails so simple, though for some reason, they do not work like this in Blender. I fail to understand how it works in Blender as any methods have dozens of confusing steps. I don't know where to put this topic, so I apologize if I messed up.
  2. I've been dabbling a little bit with creating rigs from scratch, building fan bone structures, and bone relationships, and I've recently been curious about how to create an effective and flexible squetchy limb (arm, leg, flower stalk, etc.). I've enjoyed following tutorials on basic IK relationships but haven't been able to find information on how to get started with building squetchy "cartoony" rigs. I know I can achieve some passable results with deformation cages but I was wondering how to squetch a single limb. It there a good entry point/tutorial for learning this or a simple model I could pick apart and study? Thanks! Chris
  3. hello, i have a question on the fire tutorial. rendering the smoke with a normal background everything runs fine rendering the smoke without a background with an alphachannel in the first instance looks fine too but as soon as i import the rendered clip (w alphachannel) into after effects the sprites show up with the pictureframe i added some screenshots appreciate your help w background.tiff w alphachannel.tiff in after effects.tiff
  4. Siggraph demo from 2006. 2 hours of video on decaling, using the UV editor, and 3D Painter: https://youtu.be/czaYXaf_9D8
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