@P442- have you tried the rigomatic rigging scripts for maya? You can set up any amount of additional appendages with IK chains automatically- I reckon this would make those pipes fairly painless- it's exactly what I plan to do with my current project's piping! ~P~
A few more WIPs: https://www.youtube.com/watch?v=sEFmCbm8KA8 https://www.youtube.com/watch?v=fziDcIun5p8 And then I redid the rig so that the main body is the first below the root joint, so that I could more easily control it, and not have to fight against the lower body IK. More of that soonish!
I was going to say in Unity I also animate the Root controller, generally do a loop and then time the translation. Unity has built in Foot IK as well so that helps make the cycle look even better. When doing a piece directly in Maya I don't use the root controller.
@StephenVyas Small suggestion; For the upper/lower leg joint you should be able to just select the upper joint and then assign the first child as the lower joint. That's pretty nice how the IK goal stays with it even when using FK, instead of being blended/snapped afterwords. How is that being setup?
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What you have shown in the screen shot are "trajectories" these can't be edited and they are a visual representation of how the piece flows through the scene, you can't actually edit trajectories, you have to move the time slider to that point and then manipulate the bone object. Trajectories are good for figuring out…
The bit that makes this difficult to do with bones is the cable coiling around the reel, all the controllers will lose track of which way is up and start flipping around. However, here are some words to Google.... You can use spring controllers for jiggling things. They're pretty simple and robust. It's an effect you'd…
I've made a setup like that. Basically I let the IK conrol for the hands follow the object in question and animate the position of the object. I have the IK control of the hands parented to a locator that has a transform constraint to the objects bone. That way I can animate the position of the hand freely even when it's…
Thanks! Dudley has similar IK controls, I originally just make him full FK, but the modeler asked for IK controls to make it easier to animate. It took me some fanegling to figure out how to do it on him but with some help he can now even Hoola Hoop! I'm going to try and pop up a vid of him working his hips tonight.…
UE3 uses Skeletal Controllers to correct for character foot placement. This is set up in a character's animation tree in UDK and not in a 3d software program like Max or Maya ( although you need to create an IK bone on each foot for this to work ). Here is the documentation on the topic:…