Thanks monster. That looks like that will be the best. Its weird one of the legs I was able to reflect with the meshed object under the dummy with the bones and keep the skin. The other leg skin mesh messed up though. I tried reloading a saved skin envelope reference with effect. It also would do "funky" things if I tried…
Hope that you enjoy them e_x SkullboX: sure every thing is possible, The controls that I use for the second facial rig can be used to drive what ever you want. Really it is the same thing as the controls that are in the rectangular control system on the first facial rig. I working on a game rig at the moment that takes TRC…
I tried @kwyjibo's way in Blender, it does work. For elements that need to open perpendicular to the pages (like in your photos with real paper), you can lay the bones on the pages. I also needed to tick "lock X axis" in the IK settings so those bones would always stay on the pages and not move away from them (the IK…
I ran into a rigging snafu I've never seen before and I could really use some help. I am trying to set up a pole vector on an IK Arm I am creating. The model was *not modeled in T-Pose so the bone for the arm travels through multiple planes. Obviously this makes making a pole vector difficult, but I found a workaround that…
I am trying to rig up a kite (kite surfing) in 3dsmax and I am wondering if someone can share some tips on the best way to do this. Essentially the kite needs to be deformable from completely flat to wind-filled (rounded) while being connected down the line (left and right) to control bars, and then onto the characters…
Yea I would place CAT above this by quite a bit. I would also place PuppetShop above this also, even though it really doesn't have any procedural animation its a great "traditional rig" and the layers are great, the custom mixer is awesome and its super flexible, and quite a bit of puppetshop is exposed to maxscript.…
Welcome to CAT's IK. It's probably the worst IK system imaginable. You can try turning on the Up Vector, which might help stabilize the leg. Select the leg and go to the Modify Panel and look for a button labeled Use Up Node. This will create a helper at the knee position, which you can use to point he knee with. I've…
It works with Biped,Customs Rigs and Morph Animations. Unfortunately ogre3d misses IK Animations(you can use IK inside of max to make you animations, but ogre itself can´t use IK) But if he wants to stick with JMonkey Engine it makes no sense to test it ;) It´s not that i really dislike Java, but i feel more comfortable…
Looking to find a world-class Maya rigger who can craft beautiful yet functional rigs and breathe life into our dinosaurs. Final exports would be to use in Unity. * IK leg setup * Foot attributes (heel roll, heel lift, etc) with individual toe controls * IK spine * FK/IK switching arms and finger controls * FK Tail…
Hey guys! I've created a stretchy IK arm with utility nodes (when distance is longer than upper arm + lower arm. Translate X). Everything works fine until I add key frames on the IK handle. Then the IK joint-chain start behaving weird. I did however notice that the rig works perfectly fine in the Legacy viewport. Rig in…