you see XSI being mentioned alot in this sort of workflow. I remember reading about how they used it in the ghost in the shell film. they used it to copy rigging information from a default character to the loads of crowd characters. I think they used the UV and Animation transfer tools aswell.
Hmm, I haven't used HL2 tools before, but from your last post, it sounds like you're rigging the collision mesh to the bones using Skin/Physique modifier? Have you tried just using Select and Link to constrain each section of the collision mesh to the skeleton?
Guys, careful with the pixie dust. I know that shit's free but c'mon now. Dev-wise I'd ask for better documentation of certain tools and more WYSIWYG from 3D apps to final product. And less half-assed features (I'm looking at you MB's rigging system).
you can also do all that inside Softimage Face Robot. It's easy to setup and will auto create the rig for you. It also has a good game export process to bones that will animate normal maps to add detail. You can also point cache animation out as well.
Did you take pictures with your reference model's arms at more of a 45 degree angle? Like the image that almighty_gir posted? I have heard a lot that it is better to use more of an "A shape" for arms, which causes less bulging around the shoulders when the model is rigged for animation.
Looks great the mesh has tons of character! The texture is kind of cartoony but I have a feeling that is what you where going for? I think the rig needs a joint in the ancle for the feet/hoves, it seems kind of wooden and stiff. If the joint is there, rotate the foot flat as he comes to a stop.
Eheh, well, I don't know if it's really worth studying but go right ahead. I only posted that one (mine, at the point of rigging I was at when I posted that message :P) because my list of art bookmarks is far smaller than I'd like to admit -_-;;
Running Win7 Professional 64-bit on a rig with a 3.4ghz Core 2 Quad, 8GB of DDR2 RAM and a GTX 285 2GB VRAM model. It's awesome, plain and simple. The Aero interface doesn't play nice with 3ds Max 2008, so I have it switched off for now.
Yeah I did use reference image from 3dsk, but the original pose is arms open with legs like that. It's a rigging pose I guess. Needs some good refrence sources. But your critique is very right to the point and helpful. Teachers are way too nice at school ya.
Not going to be easy im afraid. may i ask what the target is for the scene. render or export? if its render you could point cache the skinned meshes. I would avoid scaling rigs unless they were designed for it. Object level scaling usually send them into a seizure.