Help, please. I have an IK on a leg that keeps bending sideways. "Ok," I think, "the pole vector constraint on a nurb curve in front of the knee should fix this." But it doesn't. Instead, when I apply the pole vector constraint, the leg twists so that it faces the nurbs curve i set as the pole vector, so the knee is still facing sideways. Help?
As far as some research goes, I think it's caused by my legs being slightly bent outwards instead of perfectly straight in their natural pose. But I tried rotating the joints so they're bent a bit before applying the IK and it still bends weirdly (even with a new pole vector).
Hi guys, I've been searching a solution for my problem, therefore I really have no sucess. Maybe your knowledge can save me:
I have a data captured in Vicon CARA facial mocap, with a lot of points all over the face (something about 40 points). When I go to Mobu, the actor face solution have just a couple of points, and I got a lot of information waisted. Points in jaw, across of lips, forehead, nose... etcetera. I found a term that I think maybe it's the solution ("parent geometry to a null"), but I can't find a clear tutorial to guide me. Someone have any tips or links?
I actually rig a character into maya for animate and export him to UE4. I search how can i create some "Squash and Stretch" in my rig (fore torse, arm and leg).
Actually I didn't test it in the engine. I search just a way for Stretch Ingame (Rig WIP). But this tutorial can work for Game animation ? During the import the bones scale will not import but the topology will follow ?
Hi, If I where you I would quickly test a test a simple tube and see what works and does not. Read the tutorial on the UE4 website as well. Then you can see if scale, dual quaternion, translation and all that stuff can work.
I will have some down time soon so i will do a little R&D in the next week or two. Good luck it would be great to see your results.
Unreal supports animated scale on bones. There is a difference between Engine supported and slamming it with a ton of data that doesn't need to be there. You can use scale, but only if you really need it.
I use Advanced Skeleton which has stretchy limbs and spine and it works great with Unreal.
It is more channels of data that you're pushing through the engine, which could potentially cause a resource hardship if you're doing it on a lot of models, but it depends on how important it is to the game. You might decide to shave resources from something else, or you might limit animations to just translation and rotation, or if you're going medieval/mobile, limit it to just rotation.
Replies
www.youtube.com/watch?t=28&v=kkbu_Y1ksng
https://www.youtube.com/watch?v=mWthea2K8-Q
As far as some research goes, I think it's caused by my legs being slightly bent outwards instead of perfectly straight in their natural pose. But I tried rotating the joints so they're bent a bit before applying the IK and it still bends weirdly (even with a new pole vector).
Lots of cool rigs here
https://www.pinterest.com/joshuathornhill/rigging/
I have a data captured in Vicon CARA facial mocap, with a lot of points all over the face (something about 40 points).
When I go to Mobu, the actor face solution have just a couple of points, and I got a lot of information waisted. Points in jaw, across of lips, forehead, nose... etcetera. I found a term that I think maybe it's the solution ("parent geometry to a null"), but I can't find a clear tutorial to guide me. Someone have any tips or links?
I actually rig a character into maya for animate and export him to UE4.
I search how can i create some "Squash and Stretch" in my rig (fore torse, arm and leg).
I found this tutorial :
https://www.youtube.com/watch?v=Ip-5PD3aNIg
But I know I can't use it for video game cause the engine don't import the scale of bones.
Have you some tutorial or answer
Cheers,
I will have some down time soon so i will do a little R&D in the next week or two. Good luck it would be great to see your results.
I use Advanced Skeleton which has stretchy limbs and spine and it works great with Unreal.
It is more channels of data that you're pushing through the engine, which could potentially cause a resource hardship if you're doing it on a lot of models, but it depends on how important it is to the game. You might decide to shave resources from something else, or you might limit animations to just translation and rotation, or if you're going medieval/mobile, limit it to just rotation.