[Game Done Just requires animators ] Currently we are a stage where we need to increase the amount of animators we currently have for cutscenes and gameplay related work. The game is vastly completed and only requires some minor character modeling and Animation before we can go gold. We are currently looking for some…
We released the BraveTree Character Pack today. This model includes all of the source art for 3DS Max, Maya, and Milkshape including skins and a number of custom animations. The model is geared towards the Torque Game Engine but could be used in a number of other games with a little effort. The model was created by the pro…
If you're going to get into rigging, its going to get really technical really fast, you'll need to probably start learning maxscript and definitely expressions. Which is where the whole art vs programing discussion starts to weigh in. Once your animating its back to artist territory, if your not really interested in the…
Hips and spine: Hips trajectory will kinda look like an infinity symbol, that's something to keep in mind. Try to think about your squash and stretch on the spine. When weight falls on the leg, let's say the left leg, then the left hip will rise and the left shoulder will compress down. Do a google search on Contrapposto…
I'm guessing 3dsmax? Biped, CAT, PuppetShop, Custom bone rig? IK/FK blending? Normally you're topology and portions should be pretty set before animating and there shouldn't be too much back and forth, thats not to say it isn't flexible and can't be changed but its not really open to constant broad sweeping changes. Some…
So I went to an Autodesk seminar today and learned a few things. Maya with the latest expansion has "local pivots" that align to the average normal, edge or vert. They are also releasing this week (on thearea.com) level tools, which looks pretty handy for laying out instances of objects. It builds a small icon library of…
good good! everything is good up north. I went back to your concept drawings... the one for your crashed ship. I reckon you make MAJOR refinements to the current model or possibly go back to the drawing board with the ship man. Looking at the drawing I can see a silhouette but inside the sil. there's really nothing about…
I've used TSM to animate a bipedal human a bird and a sheep, its nice. It helps automate what is a pretty tedious process BUT its not a replacement for learning rigging, its a helpful addition to it. If TSM is the only way you know how to rig then you can't say you know rigging... You still need to know what its doing…
Yea it was more slanted toward PuppetShop and ShaderFX was caught in the cross fire. I watched the first 2 ShaderFX videos and had it down. It was annoying but it was a lot easier to get the general idea of how ShaderFX was designed to work in less time. PuppetShop is quite different. There are menus hidden inside of menus…
pior is right in that you should make sure the technical aspects function properly before getting into visuals and aesthetics. It's definitely a pain to readjust topology and weights after finding out the you have to redo a rig that isn't compatible with your systems/project. With that said, it does seem like Unreal has a…