this was done in about an hour and half from a base mesh (the one I made for the other character) and about another hour to block in the texture (skin tones were an issue, I was searching for a long while trying to find the right one, still not happy) and while I'm nowhere near done with the other character, some of you…
Hi all, Probably a simple problem but not something I have had to deal with before. I have some animated models in 3dsmax using bones and the skin modifier that I need to rescale down to export them to a game engine. Obviously using the scale tool isnt going to work for me - is there a (quick) way i can scale the…
Since you're using XN, here are a few things to note. -You can unwrap your HP and do a UV-bake, I'm not sure how much more beneficial this is to a standard Cage bake, but it might help with uber-low poly bakes especially if you have the details where you need them to be exactly, without stretching. -Upsize your bakes to…
I'm no animator, or really very good at rigging (I guess) but the way I've done this in the past (in 3dsmax) is this: Dummy/Point helper just above the clavicle, as the "root" for the strap. Dummy/Point helper for the bag. Then a Spline-IK setup with 3 or 4 control points (depends how much control you want) down the front…
Bones and morph targets are the most common from what I understand. All I have used is bones, but morph targets looks interesting. Just about any tutorial on using bones even the ones that come with Max will give you the needed info to get started. Each facial rig is almost a case by case basis even when you use the same…
After scouring the internet for possible solutions, I've been left with nothing. This post is my last resort. :poly141: The main problem I have been having in Maya is that it keeps locking up my whole computer, requiring a manual restart via the computer's power switch. Everything stops responding except for the mouse,…
1. Depending on the complexity of the weapon bone(s) you might want to use one of biped's "Prop Bones" or "extras" instead of a separate max object/bone. Biped Menu > Figure Mode > Structure > check on Prop1. It will be easier if its all handled within biped but if you need to use max objects/bones then you can do the…
I'm not quite sure what happened with the code I had originally posted here. Maybe something changed in the way Polycount displays code.. I honestly don't know why it got so messed up as I remember it showing correctly when I posted it. Here is a revised version. This should work correctly: // Orthogonal Camera Toggle…
Got three upper torso variants done, just got one more to do, I think it's the corvus one with the belts around the torso. The corvus armor is really just the beaky helmet, the legs you see there, the torso with the belts on it, and the shoulder pads that are not edged and have studs on them. Decided to try Imperial Fists…
Animations We used Dragon Bones to animate inside Flash, but exported the animations to a GPU-friendly set of textures and skeleton files. One of the many advantages of this method is that it allowed us to blend any animation clip with another, with the results displaying at a smooth 60 fps. When preparing the animation…