It's basically a series of aim constraints i think. Concentrate on getting the poles moving right and the connectors will follow. It'll be laborious but not difficult Assuming i haven't misunderstood the mechanism of course
I'm bowing out of the Noob Learning Challenge due to time constraints and lack of skill. I'll keep following along to learn more though. Good luck to the rest of you.
Without a video or a pic it's hard to understand what your problem is. If it's regular forward kinematics, then you should be able to just rotate the root bone 180 without trouble. However do you have some constraints in there, or some wired controllers?
So these are some concepts for a game i am working on, i sculpted the body first, then tried a few variations As you can see they are fairly similar, I would have liked to modify the bodies more but chose not to because of time constraints.
Maya is not really built around modifier operations like max. The quickest way is to assign hard edges, then use selection constraints to select them and bevel those. You could maybe use crease sets to store some edge selections.
Wow it has been forever since I have worked on this because of other projects and time constraints but I have been plugging away at things and tweaking stuff I didn't like so i'll post the new updates soon.
Does anyone know if its possible to set driven key of a child joint to drive its parent ? this is somthing ive not been able to do ... i get the cycle error ... I understand why this is not possible to do in a standard way ... but is there a trick envolving locators or constraints that will enable me to do it ??
Well you need to export 2 kinds of smds, the "sequences" and the "reference". The sequences contain the bone information, the reference also contains the bone information as well as the mesh. The materials are easily defined, the structure basically starts in the games "materials/" folder, then you just put in the correct…
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