there is also some quake2 modified engines that allow quake3 art and even more tech gadgets (skeletal animation...) or EnemyTerritory, which is also a bit beefed up quake3 engine.
There is a 30 dollar android app which shows a 3d rotatable (I think) dog anatomy... Kind of way too pricey IMO, so I was wondering if there are better options for 3d animals' muscle/skeletal systems?
After experimenting further, I found that importing the model to UDK as a static mesh fixed all the problems. It's not a permanent fix, as I need it a skeletal mesh, but it may help to figure out the problem. Any ideas?
I don't think it is a big problem, you can edit origin of your skeletal model. You can adjust rotation and offset right in UDK, just look helmet tutorial where they rotate helmet.
Hey, So I saw that Microsoft has finally released the Kinect SDK. I was wondering if it was possible to use this as a method of extract bone and skeletal information, the same way you'd do it with Motionbuilder? Reason being, Motionbuilder is an expensive program, and I was hoping that there would be a way around it.…
In theory all of it, just it won't run too well especially in a packed scene. Will probably end up being very simplified. (UDK does vehicles as skeletal meshes, but never worked with it)
Tresspasser was the first game with ragdoll... not sure what the first game to use skeletal animation was (I'd imagine GoldSRC or Quake 3?). edit; Hmm, no, apparently Q3 was still vertex animation.
Hi guys, can you recommend any Maya animation tutorials for beginners? I hava a skeletal mesh and I want to make some basic animations, like walking, running etc., also I'd like to export them to UE4.
I sculpted a mesh in zbrush 4r2 with Dynamesh decimated it down to 20k polys and am trying to rig it using Zspheres. I've created my skeletal rig and Binded it to my mesh. When I bind my rig to my geo it seems to lose a lot of the mesh's details.
Marshkin I didn't really keep skeletal structure in mind when making the character, could you give me an example for what reference to use for this since I am unsure what kind of reference to use for it?