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Xsi modtools switch to wireframe
Xsi modtools switch to wireframe








  1. XSI MODTOOLS SWITCH TO WIREFRAME HOW TO
  2. XSI MODTOOLS SWITCH TO WIREFRAME SERIES

I may have other questions later down track, but thanks for any help While the dopesheet does have a timelight you can see and edit, the Fcurve editor doesn't seem to. Is there anything in XSI that's the equivelant to Maya's Playblasting (quickly render out an avi or image sequence from the viewport, not actual render). There is the Animation copy and pasting, but prefer to be able to take parts of an animation and paste them anywhere else onto other objects May have to invert a few curves, but it was quicky and easy, i've used it for a whole character before.ĭoes XSI have anyway to do the same? I've only managed to copy and paste keys one object at a time. Well, depending if you set up the rig correctly. You select the other hand's joints or controllers in the same order you selected the other hand and paste the animation and the keys go on there perfectly. You select the joints or controllers with the animation, hilight the keys and copy them.

xsi modtools switch to wireframe

For instance, you have an animation of a hand flexing fingers. One thing Maya did really well was copy keys between multiple objects. Copy and pasting keys between multiple objects

XSI MODTOOLS SWITCH TO WIREFRAME HOW TO

Does anyone know how they're created and how to do them manually? The Rig created from the Rig Guide creates forearm twist objects for enveloping that actually work.

xsi modtools switch to wireframe

The really handy DisplayInfo custom parameter set, is there a way to display multiple instances of them? Say when i select 2 objects with DisplayInfo sets on them, it only displays 1. Multiple DisplayInfo parameter sets on screen Is there a way to keep it on when adjusting the viewport? It can get pretty annoying when making small adjustments. When painting envelope weights and i adjust the viewport it goes into normal view. Is there anyway to rotate in an additive fasion but in Local mode? If i want to curl finger bones, or a spine, i have to be in Add/Gimbal mode, but i prefer to rotate in local, esspecially with the ability to arbitrarily rotate when clicking between the axes that Add/Gimbal doesn't allow. When you middle click you branch select and all childeren get a grey selection, but is there anyway to propperly select the children? Seems to work ok in normal keyboard mapping, just not in QWERTY. So thought maybe it was sticky keys only, but even when i hold down Y and try to use my last tool, it still doens't work. When i press Y the cursor changes but doesn't stay. I'm using the QWERTY shortcuts and when i try to use Y (Last Auxilary Tool which is Comma in normal shortcuts), it simply never works. When rotating or scaling components when using Symmetry mode and having COG on, it rotates/scales from the centre of the the components included in the symmetry, rather than the centre of your selection. Transform Groups, which has the same create properties is fine, but the Null is wrong.

XSI MODTOOLS SWITCH TO WIREFRAME SERIES

Instead of the normal menus that includes the drop down to choose the display type, it's a series of integer sliders. Stuff like that.Ĭurrently the properties for Nulls seem to be incorrect. Setting the default Subdivisions to 20 for Getting a poly sphere. Having the default FOV for the User view to 53. Such as opening a new scene with the User view set as the perspective rather than the Camera. Is there a way to set default properties for various things. I even tried getting the script but the History Log doesn't show anything when changing views in the menus. I've looked and for the life of me cannot find a quick and easy way to switch views except by the panel menu. In Maya you could work with in a single viewport and switch views (perspective, top, side and front) quickly and easily with the hotbox. Is there a way? Recreating the bone chain, while not a big problem, is a little annoying. Better still would be able to remove a bone from anywhere in the chain.

xsi modtools switch to wireframe

I see you can add a bone to the end of a chain and it updates the eff no problems, i haven't been able to find a way to simply to the opposite, remove a bone from the end of the chain. So far i've come across the following issues or queries and wonder if there's a solution to them. Hi, I'm currently doing an evaluation of XSI for work to see whether it's worth switching from Maya to XSI for our next project's prerendered animations.










Xsi modtools switch to wireframe