Re-modeled hair, because no model is ever done! I spent a heck of a lot of time figuring out how I wanted to go about rigging her. I spent some time with Mixamo autorigger which did a pretty decent job and very quickly setup a character for animation. Somehow I could never find how to setup a full hand with more than a…
Yeah, I've been trying to rig it with HumanIk in the past couple of hours. Since my character is not on a T pose, I'm moving the skeleton's arm using the translate function to match them (if I'm not mistaken it is forbidden to rotate joints, isn't it? Sometimes I used to rotate using joint orient, but I'm avoiding even…
Hey @Rmunday I spoke with a lecturer and I don't have to use ue4 for my project, I can just do two different animations which may be better. I think having animations setup in UE4 would be pretty cool but I'm just not skilled enough to complete animations and set it up in ue4 in 24 weeks. For the two animations I'm…
Those fx are pretty neat. You can reverse engineer them without too much difficulty, once you realize they're a layering of a bunch of different elements, which are fairly simple each on their own. Download those fx example videos they show, and scrub back and forth, examining them frame by frame. The key in creating great…
Yeh i struggled a lot with the animation, and didn't really leave myself much time to clean it up, which was annoying :/ I think in the whole thing there are loads of parts which i am unhappy with, like weight and timing. It was my first real animation, so i still have a ton to learn. I'm hoping to start animating a lot…
Here is a quick test of just copying the character's right leg to the left one. The character's right leg looks fine but copying the anim to the other leg and flipping the curves; it doesn't looks as good even though it is the same anim. https://syncsketch.com/playground/c46ed290989d4910a5dbee8fc51718f5#174993 I'm going to…
There was a write up in the last 2 3d Worlds about "What will I earn?" They said the Roncarelli Report on Computer Animation industry for 2003 gives the annual salary bracket for junior artists at West Coast US studios as $22k-48k. East coast figures were about 82% of tha tnumber. Artists in major cities tended to earn…
Well, generally, tangent normals are used when the object is to be animated and object normals used when its a world object,where theres no need for animation. But i believe alot of people including EQ used object normal maps when we had that FPS weapon competition....So that begs the question....to WHAT extent does the…
With my birthday and family requiring my time I had hit a pause, but after that I resumed with an animation that I "finished" today and by finished I mean, I don't wanna touch it anymore. It didn't go well, it sucks but I have to post it to remind myself in the future that without practice I won't get any better than what…
So far the whole body is good to go for rigging except for the hand, I already made a rig and animated it with some idle animation and crouching animation. The hand is just static and moves along with the arm. I'm trying to make the game be as if it was made in 90's. Do you know of any examples of games or projects that…