Whoa, lots of great work being built! @richithekiller Looking much nicer with the red glow. Would be nice to see the glow blend out over a greater distance. @Ike Ike, thanks for sharing the maps! great reference! @katzeimsack could you perhaps blend both the silver and brown textures? Using the brown as dirt mask over a…
Ok so i found some answers to my questions! basically there is an option to creat working pivots withing the Human ik systeme that can help me acheive a reveres foot. But i still cant seam to find any kind of info on facial rig. I dont know what to do to make the facial controlers fallow the human ik controlers!
Small 3DS MAX question. What have you guys found works best for aligning an object to an IK so that it can be used for the swivel angle? Occasionally when creating targets, the bones and IK shift slightly to match the angle of the object placement. I have found work arounds, depending on how the limb is built. But, just…
Before importing the animation, on the biped I would try... Go into structure mode save a FIG file then increase the leg length get out of structure mode import the animation, and if it works go back into structure mode and load the FIG with the correct leg length. It looks like the import is favoring IK foot position. But…
Saving/loading animation has same effect like when you simply scale the rig (every ik chain is dislocated) I have tried everything else that was suggested, even on one of the posts from this forum, that I found through google and everything gives the same result. This leads me to conclusion that my ik chains are the…
I think your best bet is lniking the chain links into a heirarchy (you can use 1 bone for each link and just parent the bone to the links), apply a spline IK to it with a few control nodes. Hide that on a layer. Make your animations. then unhide the chain and key it to match your animations. You could experiemnt with…
S-S: For that one i was just using standard Limb IK set to IK goal. I'm still learning the purpose of all of these different set-ups, so i appreciate the details STEPHANVYAS: OH! I figured there was a simple little button like that hiding somewhere. Thanks to both of you, its cool to have such quick feedback from other…
The wire joints have to be connected to the controllers as they need to be connected to the the rest of the rig, or they will never move along. U should build a IK Spline Handle from the first to the penultimate joint of the wire's joint chain in order to obtain a better controll on the stretching/positioning of the wire.…
Hi Polycounters, I need a 3d character like in the sample (see attachment). I need to rig it too. If you cannot rig, I will give this part of job to another person. But I would prefer to find a modeler who could do the rig too. The rig would be very simple: only IK arms, IK legs, spine. Please write me a private message…
The same as in 99% of the games out there. The skeletons are mixable, hence why the mimic characters can use others animations. They are canned animations, but have small IK solvers for throws. Each character has basic grab points where other characters animations/skeletons connect to durring those lil IK solver anims.…