Recently I wrote my own character rigging script in Maya with which I'm rather happy. I'm now looking for advanced features to implement (such as helper joints or the capability for muscle deformation), but the information on such things seems to be quite scattered. It's crazy how many videos and resources tell me that…
Hi guys, im a beginner in rigging and animation and was trying to work using the CAT of 3dsmax with the cat motion layer when i had an issue.. when i add the motion layer if i click on toogle button my rig and mesh became deformed and weird, On the model i have only 2 modifiers: a skin and editable poly modifiers in this…
Hi. I have big problem. I cannot match FK arm / leg to IK pose if this FK hierarchy has been keyed before. FK chain dont wanna switch postion and want to stay in keyed pose before. Video: https://youtu.be/PrTZPhwwWXg
[ QUOTE ] I'm trying to learn how to rig in max7. I have read a few tutorials on 3dtotal, but they aren't explaining it very clearly... Maybe someone could point me to a better tutorial... [/ QUOTE ] Sorry to repeat the old refrain, but have you tried the tutorials that ship with Max? I haven't seen simpler or clearer…
I'm still learning things here and there and I'm used to doing things big. I did the color map in sketchbook, and I'm not used to texturing in a 2D program, soon I will throw away the textures and restart in Mudbox. Other than that his design doesn't have a traditional head and face. His head is the top of of a spray paint…
I've been provided with a rig in a .max scene file that has already been rigged and animated. I don't know Max at all so I sent the file to Maya as an .fbx. The model is still too high poly to be included in game, so is there any way to reduce the poly count while preserving the animation? Or am I out of luck?
Hi guys, After the success of releasing our free ink assets (if you missed this, see here: http://www.engine-house.co.uk/practical-effects/), we are now releasing four character rigs for free! You can download them here, where you will also find a blog on how we created them in 11 hours.…
I've been wondering this for a long time, but why is it that whenever a rig in fbx format is imported into max the bones almost always appear too short, or have other cosmetic issues like inverted normals / indented tops? For example, one of the rigs by Epic used in the UE4 tutorials;…
I'm almost done with this bipedal rig, but I have one last thing I'm trying to set up that I can't find a tutorial on. I want a setup where the upper leg control can move the whole leg, including the foot, and I also want this control to be able to follow whatever changes happen to the leg bones as well, so it can fit…
Hey guys, For a uni module I have to rig a dog model, and sadly I have practically no experience with advanced rigging....All that I have used is the skin modifer ha Heres my current progress. Sadly the tripple IK leg is broken and the IK solver spine doesnt work either so I will have to re do them :( I plan on using…