Hello world!
So, in the short time I've been around in the community, I've seen a lot of questions and threads about problems related to rigging, be that a question about the process, skinning, exporting, or just the theory surrounding the process.
I've realized to stop sounding like a broken record, I'll just make a mini tutorial series on the basics of "how rig" with a focus on the dota requirements. I know this might be a little redundant with the amount of tutorials there are available on the web, but this is also an exercise in instruction and education I am equally excited about taking on personally as I am about helping out the community.
While I've alrady got a streamlined process for typical dota content creator X recorded and outlined, and added in some hints/tips about how to make everything go a little quicker, I was wondering if you guys had any specifics, or suggestions about things I should add, or suggestions about "This one time I was doing Y and I really wish I had know Z"
I'll make a note that I'll be using maya to do rig, however I'm going to try to make this as much about theory as practice so the skills should carry over from program to program.
Any suggestion will be helpful, thanks guys
Replies
If your items are at least somewhat similar volume to the default items you actually get pretty good skinning for free. If anyone needs more explanation i can do i quick mini tut image for it.
The Intro video should be up by tomorrow, and I'll pop it in here for some lookin.
This way people can use the knowledge from your videos and apply it to different situations without having to be dependent on tutorials.
Its good to see my ideas are congruent to the communities needs so far!
To me the most important is that you cover different programs and really show what to click and where the button is. There are way too many tutorials that just mention the button or even just the name of the process and simply show the results, but that's not helpful.
Its not required, my last three words and lsat few couriers have all had multiple meshes. Unless that pertains to armor sets and only armor sets.