Hello, this is a question I've been wanting to ask and I am interested to hear what most people on the forum will say. Right now I am the type of artist where I feel more comfortable sticking to creating concept art, low-poly modeling, UV mapping and texturing. It's not to say that I won't refresh my rigging and animation…
I can't drive the joints with the SDKs alone, because then the FK controls don't follow the joints. I could put a parent constraint on the FK controls, but keyframing an attribute with a controller on it ruins the values down the chain. (I think?) Right now the experiment is one group of controllers with the SDK on them,…
Its the Rigging thread Jeremy Ernst -- Gears of War Rigging Reel https://vimeo.com/32220149 Snappers Realtime Facial Rig https://www.youtube.com/watch?v=8qeOFibRmoo BIPEDAL RIGGING COURSE https://www.3dmotive.com/f1070 Fuse Character Creator https://www.mixamo.com/fuse Voodoo Magic, more for VFX but still worth a watch…
Hello, I'm working on a character and I'm trying to figure out the best way to do a facial rig. I know there's plenty of material out there, but the thing is so much stuff that it's confusing. First of all, I'm only looking at making a joint-based rig - the character would have morph targets used later, but only to make…
I'm trying to create a custom model for Team Fortress 2, in this case a very simple cylinder to replace the pyro's axe, just so I can learn the process. I've already made a hat for the workshop, so I have the basic process down. I've looked up endless amounts of tutorials, but none seem to successfully answer my question -…
Hey, We're a small team of 4 people and we just started working on a new MOBA game. Currently, we're looking for an animator with rigging experience (in Blender) to skin/rig/animate our character models. All characters will mostly be humanoids/bipeds, with all of them having an upper body control separate from the lower…
Well, I need some help with animation. I'm working with blender(2.49) doing all the modelling,rigging and animating of a single character works great. But I'm now in the process of deriving many characters from a base character. The rigs will be similar, but have some differences in the bone setup, mostly different scales…
So, as the title pretty much says, I was wondering if you guys have good references for rigs with good facial controls that I could use since I'm planning on doing a 15 seconds animation that goes along with a dialogue. I've tried the morpheus and mery rig so far and unfortunately the morpheus rig (for me) has the tongue…
Some people like Biped and CAT because they're easy to get started with. But if you are making rigs for a living you ultimately run into problems using those systems. Bones or just plain nodes are better because there are very few (or no) limitations built in. We have some info on rigging here…
Hi guys, I'd like to share my R&D into building a blendshape face rig that is based off of a FACS scanning session. This workflow incorporated Reality Capture (for building 3d scan), Wrap3 for retopo, Maya for rigging, and FaceWare Analyzer and Retargeter for building the motion capture data. This is my first time delving…