![]() With a lot more setup you can probably set up some kind of bone chain that is constrained to the path and has helper objects position constrained to the bones but have their rotations free? OR something similar. But that is destructive and you have to adjust the skin weights to actually get good results. You can "TRY" to apply a SplineIK modifier to the path, which will place dummies at each spline knot (if you click create helpers), then you can skin a copy of your mesh to those dummies and rotate them. Trying to come up with a non destructive way gets pretty complicated pretty fast and the setup and testing takes longer than just doing it by hand. But for those cases where the handles won't do what I want, I end up hand editing a copy of the mesh, destructively. It does not store any personal data.The handles will work for some things but not all, you're right it's not as simple as grab a spline knot and rotate it, I wish it was that simple. The cookie is set by the GDPR Cookie Consent plugin and is used to store whether or not user has consented to the use of cookies. The cookie is used to store the user consent for the cookies in the category "Performance". This cookie is set by GDPR Cookie Consent plugin. The cookie is used to store the user consent for the cookies in the category "Other. The cookies is used to store the user consent for the cookies in the category "Necessary". The cookie is set by GDPR cookie consent to record the user consent for the cookies in the category "Functional". The cookie is used to store the user consent for the cookies in the category "Analytics". These cookies ensure basic functionalities and security features of the website, anonymously. Necessary cookies are absolutely essential for the website to function properly. ![]()
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