Hey guys, this has been making me crazy for a while now I created a simple looping ncloth flag animation to export to UE4 using tutorials. I followed these instructions (Ive simplified them so you just know the steps if that helps without a wall of text) My problem seems to begin with the bind Loop/Create nCloth Cache -…
Hi guys! I just did another TweetBlast on Art Tests. Here that is! ARTISTS! Art Test Tip #1: NEVER be afraid to ask questions. It's expected! However, a) DON'T ask just to seem clever, and b) DO try to ask them all at once. ARTISTS! Art Test Tip #2: Follow directions precisely. You'd be astonished how often this DOESN'T…
Hello Polycounters , we have been working on this at snappers for a while now and thought of sharing the video here https://www.youtube.com/watch?v=Vo_FALeUc8c&t=1s Features: -FACS-based rig. -Adaptive rig: which allows combining any number of expressions using optimized list of blendshapes. -Real facial muscles…
yep, there are several. Check on "edge constraint" or "Poly constraint" in edit poly and you can slide them around no probs. 2: Align an object to the surface (align a box using align normals see the help file to find this). Then from the coordinate system click "pick" and pick the object. Now you can use that objects…
EDIT: fixed, the problem was that i had used position constraint on the upper front leg bone to link it to the spine. I removed it and used normal link and now it works As the title says. The problem is that when i rotate the character or just move it around, the front leg bones don't follow it correctly. Some pictures to…
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Forgive me if I'm missing something(I am a blender user day to day). But it appears there is no ability to create IK solvers in Maya LT, only forward kinematics a or human ik rig. So if your game design included non human creatures then you would have to animate everything with forward kinematics? This really surprised me…
You can also use the Align Normal tool. Attachment constraint isn't all that practical unless 1) your main mesh will never change and 2) you want the object to follow along on the mesh as it animates. To place a new vert you have to manually clone the rivet (which won't move) then go into the motion tab > parameters >…
Note: I'm using Motionbuilder 2014 What is the correct way to animate the translation of my character in the scene after I've applied my walk cycle to it? I've got my smooth looping walk cycle on the spot/without translation and I've been trying to use constraints to animate the path that my character follows. I've drawn a…
I agree my deagle isn't all that, it was my first proper gun model and my actual first prop that I took SP seriously, but I learned a lot from it. '' just maybe don't have it be the first project listed? Or maybe try ordering the images by how good you think they look, within the broadside page? For instance the first gun…