Greetings! I posted this on the Dev forums, but I thought I may find some help from the animation experts here too. :) I am running into difficulty getting custom animations to appear in game. I'm working on some attack animations for Juggernaut. I ran into some problems - mainly in compiling the QC file to include the new…
Fellow Polycounters: High Moon Studios (an Activision studio) is hiring an Associate Environment Animator for an as of yet, unannounced current gen (X360/PS3) title using the Unreal 3 Engine. This is a junior / entry level position. Full Time / On-site Location: Carlsbad, CA (about 30 mins north of San Diego) Description:…
Before I get into explaining these models, I just wanted to say that I invested so much time into being an Environment Artist. I did this because I couldn't get the swing of Organic Modeling. These are not the first attempts at designing characters... The first few were terrible, and I mean TERRIBLE... not that these are…
Skeletal animation uses quaternions to describe the bone rotations. Spring (at least the parts I've seen documented) uses a three-axis system which limits the possible rotations AFAIK. If it had a way to use quaternions for animation I'd simply write a script that turns a skeletal animation into a .h file for the…
Sometimes a simple reimport doesn't clear everything correctly, but a true "import" should fix the problem. -First, are you sure you have 5 different materials ID ? Sorry if it's sound stupid but that's the first thing to check. -What are you trying to import : static mesh or skeletal mesh ? In the case of a skeletal mesh…
Hey guys, we decided to give the workshop a go a couple of days back, we are waiting for clients feedback often enough so we might use the time differently - besides doing things for Airborn itself, maybe this could help partially finance it in the long run. We will see :) So far we created 3 assets which you can already…
This is looking good man. I like that first brink-esque one especially. If I had some advice for you for the future, it would definitely be to try and get some skeletal anatomy in there. Especially the skull. It looks like the faces are a collection of muscles, without anything rigid to attach to. I think if you studied…
I'll give you my thoughts. Keep in mind that I'm a student too, not a pro (yet). The apartment and the sword look out of place in a character portfolio and are not of a high enough standard. There is a high proportion of sexualised baby-faced females in submissive poses. This is a very subjective opinion and it might seem…
Ok ive got it, now all i need is some general assistance as i test it out https://0curtain0.github.io/ninja_ripper.html Does anyone know of a differnt program which also has skeletal support ? The ripper works fine but thers no skeletal support so everything is positioned at the same point. Looks like i could work with…