Hey Guys! if anyone is interested in learning animation in Blender I recently published a few rigs for it on my gumroad, two of them are Beefy and Bony rigs that are originally for maya, and also my cartoony Deadpool one, at a very very very low price check them out www.gumroad.com/lucianomunoz also check my website…
We are looking to create a full 3d version of our OC she will be used in a short film that requires full rigging, but we also want the option to use full monition capture. our budget is in the 1000s depending on the quality of work we can accommodate more. For the full monition capture we may want to use the OC in a vtube…
Thanks guys, I've used some of the methods above. I appreciate everyone taking the time to help. Since I'm exporting to .x, it seems like I need to create a new biped and then apply the skin weights that way. It's alright though, since I just exported a .fig for the layout. for my bones rigs though, I think I'll have to…
I created this anatomically sound basemesh and rigged it in DAZ. My aim was to mimic physiological muscle and skeletal movement as accurate as possible only using basic general weight map rigging. Feedback much appreciated.
Asset looks like: https://www.turbosquid.com/3d-models/rigged-zombie-hands-model-1169002 We'll provide a unity package for the model that will be attached to a wall. Need creepy animations. Please make sure the root of the arm doesn't move (the nub that would attach to the wall, the shoulder). But try to bend at the elbow…
https://vimeo.com/185276536
Shelf-building rig from Alex Mann on Vimeo. This rig I built from MASH nodes has been getting some love, so I decided to share it here too!
wondering how best to handle having extra joints in a rig for handling things like carried objects, attachment points, attack points, interaction points. These should be outside of the skinned rig and free floating or still under a root bone at the origin and then just excluded from the skin binding? For something like…
This one is model using for game, cause it gonna be use for some cutscenes and game menu so i have i have to increase its polycount, it will have some LOD models using for gameplay later . The reason i split it into parts cause i think this one is wearing armor so i if want these splitted parts wont be deform by skinning…
https://www.youtube.com/watch?v=yuFcE4HgVI4 Created my first facial rig. Rig was comprised of joints and blend shapes. Please post any critique you may have
Isn't it always....... ;) For Max check out Rune's Super Simple Rig. It's free to use and is probably the best(constantly updated in production) rig out there for Max. Rivals any of the Maya auto-rig solutions. It doesn't support mocap at present but I just tested it a few nights ago for a UE4 pipe and it worked perfectly…