Hello. So I am new to this. Am working on a project in unity while make 3d characters in maya. As far as I could google the proper way to export an animated character is to separately send skeleton, animations and meshes. Hence it all must be separate in hierarchy. How to properly attach a group with weapons to an animated…
Using maya. To be exported as .fbx into Unity engine. Maya has spline ik. I'll try that out (and check out the tutorial link you've proivided). Thanks. There will be plastic tie clips to hold bunches of thin wires. So I might start and terminate the rig(s) at those junctures.
I'm stuck with the following problem: I'm trying to make a sword fight sequence in maya. I want the character to mantain both hands at the sword. I'm using ZV Parent Master in Maya to constrain the sword handle to the right hand. Everything works fine. However, I can't seem to find a way to constrain the left hand to the…
Indie project looking for an artist able to create realistic looking and detailed clothing items for a game character taking care of the whole pipeline: High and Low poly modelling, baking, texturing, lightmap baking and weight painting. If you can do what we need we have months of stable work for you. Please send me a PM…
So I've done this, (reduce by 50%) and the result looks okay. But maya simply will not apply the damn "attribute" permanently. I want to permanently reduce the poly count. If I leave it as an attribute and then go to the game exporter to go to FBX, the resulting file+animation is completely broken. How can I do this? Can I…
3D Character Animator (Senior/Lead) As a 3D Character Animator at Vertexbee, you will spearhead the creation of high-fidelity, realistic character performances for an Unreal Engine 5 project. You’ll be part of a newly formed agile team of industry veterans that will push the boundaries of Unreal Engine to achieve artistic…
I don't know that this is much help but CG Academy has a DVD coming out here very soon on just this exact situation. It's all about rigging a facial setup and control system almost identical to Jason Osipa's method in 3D Studio Max. I too have his book and have been working on bringing it to Max in my spare time and have…
For scale and rotate I'm trying to remember to use that, but I can't picture myself being very productive modeling without the Move Gizmo :S ...although I'm not very productive anyway, so that's probably not an issue either xD I keep my forearm reasonably in line with the hand and also no big movements, probably +/- 5cm I…