One properly placed joint in each breast is usually enough, unelss you want insane amounts of secondary animation. Then just hand key any motion you want, after completing all primairy motion. Especially for game sequences this hand key process in a ~1 second loop hardly takes any time, and you still retain full control.…
Before starting giving you tips to do it, I wouldn't recommend you animate bones because it's not convenient at all, specially if those joints already have animation. Anyway, animation layer could do the job, but keep in mind a joint chain is fully FK so if you rotate a bones it WILL influence his children. Another idea is…
So I am finishing up the HP of my first attempt at making a weapon. I was wondering what kind of specs I should aim for, polycount, texture size etc. I know there isn't an exact number for polcount, just looking for a general number. The weapon is the RPG 7. Any other advice is welcome too. Thanks in advance!
That sounds pretty cool. I think the tracks should be offset to one side or other of mid. Might be cool to have a bunch of greevils pushing the cart. But their animations are just screwing around (not pushing) until you come crack the whip. Might even be able to tie it into heros on the cart like TF2. One hero can only get…
Good stuff! Few notes First, Get some ground planes in your shots. Especially your run and jump cycle, it's kind of hard to see what's going on, or how their body is moving in relation to the ground. Ground planes are a must. But that shot especially, i think also has to do with your cameras. Your camera work is kind of…
I haven't, and I could definitely be wrong... ...but my understanding of how that stuff works is that the the wind zone is just a game object that creates some kind of an offset wave property, and the Unity vegetation just uses shaders that read this property and do vertex animation for the leaves. What this means is that…
So animations... Our plan has been to scour the net first to get the basic animations we need like walking, running, crouching, going prone, etc. Both the Unreal Marketplace and the Unity Asset Store are great resources. Retargeting purchased animations requires a skilled hand and our rigger Dragan has done a wonderful job…
Not if there aren't any vertices weighted to those bones. We had the ability to share anims across all our character in X-men3: Next Dimension. While not a great game by any means, swapping or sharing animations in a fighting game is extremely trivial, since you fight on a flat surface (a height offset is used for anims…
Here's the full uncut tale from today......... I made some fine line textures to showcase where i need to up the poly res in maya. Used it as a guide, fixed things up in maya by moving UV shell points, and added res. It didn't look perfect, but it was a little better. (Lesson learned, next time I make hair UVs, I'll use…
- Looks like a chick you would find in a Amazon Porn flick, not an actual Amazon. In other words she has too much fat not enough lean muscle. Amazons are warriors, breast and booty implants get in the way of kickin ass. Its not one big thing that is throwing the model off, its a bunch of little things: - The eyes are too…