Check if someone already made a rig for that game. If not, make a fresh skeleton on top of that one and rig your skeleton. Then constrain the game’s skeleton to your rig. Best way to avoid problems. Torso and pelvis share a location probably to help with split upper and lower body animations. I’m guessing torso follows…
Hey all. I usually just hang out, check out everyones work and offer some critiques. I've become fairly proficient in modelling over the years so I usually don't ask for alot of help. My rigging and animating experience is pretty limited though and I'm kindof having issues with my gargoyles shoulders. I probably could've…
I was watching the eat 3d animation DVD for Maya and thought the rig controllers - basically a circle around the centre of the bone which is larger in diameter than the mesh body/limb - was a good intuitive way to animate. How do I set this up for max? (I have max 2010) I've tried making a circular spline and linking it…
Hi, I would like some in depth tutorials on rigging arms for use in Unity. I do most of my work in 3ds max but the result always comes with various problems such as the Reset Xform modifier use in animation. I would highly appreciate any shared techniques that allow objects to be deformed properly as well be as decreasing…
Working in Max, I've tried building several leg rigs using different methods for each. Seems the most popular is the IK set up with a swivel control for the knee. However, I find this system awkward. I don't feel like I have total control over the the way the legs operates, and it feels like a chore trying to lever into…
generally all you can transfer with openly available formats like FBX is bones and vertex weights, not control rigs or app specific functionality. if you export to a game engine then the animation done with those gets baked down to the bones they influence. a lot of rigs use multiple layers of skeletons and controls where…
Hey polycount! I've been trying to rig a bow recently and I've run into a bit of a problem. This is what my bow and the rig looks like: http://i.imgur.com/mq27x9i.png?1 This is what the weights look like on the part of the bow where I'm having some trouble: http://i.imgur.com/RYPzVUp.png?1 This is what happens when I try…
Hello all, I'm making a scene in UDK, and in that scene, i would love to have a military ship hatch (like this). I made a door already But now i have to start animating it. I'm running in to quite some problems getting this rig to work.. (I'm new to animation). For now, i really need reference of how the mechanism of these…
necro post I rigged and animated a few mechanical models in modo meanwhile and learned a lot about modo's rigging tools. So I thought I give the fps rig another try. I rebuilt it with a twist bone, IK-FK blend and fancy finger controls to bend them all at once or separate. But in the end modo don't let me export the…
I'd like to share a personal project I started recently. I haven't done much animation before, especially skin deformations, so I figured I would use this thread to explain my thought process, ask questions, and hopefully get feedback. I wanted to model a bird, with enough geometry to allow for extreme deformations (…