I've got an issue where my imported meshes don't want to be animated at all. In max they've got a skin modifier on them. An actorx importer plugin I've got shows that I can pull in animations and it's just fine. Once I export with actorx and pull it into the UnrealEd it decides that the rigging doesn't matter anymore and…
Hi Guys I am trying to get my optimus anmimation ingame but having some difficulties. At the moment I have a version of the model which works with a biped skeleton and also a hierachy mesh which transforms. I'm not entirely sure how I can get the Transformation animation ingame as its applied to a different model and I…
This is a good idea to start at basics. If you look at the reference you will see that a womans outside of her leg is like an elongated s. you are close but you will notice it more in the ref if you pay attention. All women are a bit different but this one in paticular, her inner thighs are a bit further apart. The biggest…
Well if all you are going to do is posing I'd say use the default rigs. They are perfect for that, with simple controls, and a nice setup guide rig for quickly matching the animation rig to your mesh proportions and posing. They even have all the deformers grouped separately so when you envelope you just click on the…
Hello, I am not a TD, but I am the solo animator at my current job and I need to deal with the creating of the rigs for Unity. The coder that deals with character skills and integretion is asking for a rig that has two bones that are having the same hierarchy level -> two roots in the same rig. I am using Advanced Skeleton…
Hi, I have a rigged and animated character in Maya using Advanced Skeleton. Now I´d like to export the characters Pose at a given keyframe to Marmoset. The character consists of a group of geometries each with their own textures sets. To be able to apply the shaders in Marmoset, I want to keep them as separate pieces…
Hi guys i am currently have a problem with the normal of my rigged character when it has eyes closed. I tried every setup to import my character in UE5 but nothing change. Can someone help me to fix this problem please? Thank you These are the settings from the game exporter of maya
1) Yes, that's fine. The modeling is simple and clean, and conveys the rounded shapes nicely. A "high poly" model doesn't always need to actually have a lot of polygons, it's the visual result that matters. 2) Multiple objects is fine and it's a common way to add small details like screw heads or things we don't want to…
You can do it. In fact, in most cases when you hook a bunch of objects together in a hierarchy you end up with what are effectively bones The thing is, bones were invented so we had a better way to build Skeletons. They give you a visual representation of the hierarchy, prevent you from doing silly things like moving a…
thanks all :) ok rigging: I'm having some collada export problems. no1. bone roll: how do I roll a bone so it's oriented how I like, but 'apply' the roll so it has a roll value of 0 in that position?. because on export, the bone roll gets reset back to 0 and the bones all rotate wonky. 2: can I set it so I can animate the…