This is seriously the last issue I'm having with the cat rig. When I twist the ribcage, it does not rotate around it's own pivot. Instead the ribcage rotates around this blue controller. I want the ribcage to rotate around it's own pivot. I made a video showing the problem. I really need to figure this out. I don't forsee…
I have this sword concept: and this model: And I want to make it so that the sheathe is hanging off the character's shoulder. My initial thought was that I'd rig the chain with bones, but then I realized that I'd get all sorts of wonky deformations that shouldn't be going on with metal objects. Does anyone have a good way…
Circuits and Shields (http://circuitsandshields.com) is searching for a new rigger for our final few characters. I believe there are only 3 left. On some, you will be reworking an existing rig (or if it's easier, you can create a brand new one). The existing ones that need to be reworked are mostly done and just need to be…
I've modified a Morpheus Rig and made some custom geo hair for him problem is using the Wrap method causes insane slowdowns in performance.After looking around for suggestions the common one is to use 'copy skin weights' but that requires the geo to bind skin before using it and when attempting to bind it, it locks my…
Hi everyone, I’m opening availability for new opportunities. I’m a character rigger and technical animator with 9+ years of experience working in game and media production. I focus on building clean, animator-friendly rigs that are production-proof and scalable. I specialize in: * Game-ready character rigs * Unreal Engine…
Hello There, Andrew Jacobs. I am a 3D artist with some experience in graphic design . I am highly adaptable to technological needs. I have a deserve set of skills and interests that cover every major aspect of 3D asset production. I feel I'm still early in my ability but am earnest in proving my work to those who require…
For a university project we want to use the Metahuman facial rig on our own characters. So far I have managed to detach the head joint from the Metahuman neck in Maya and attached it to a root joint at the centre of the world. I have also managed to import some mocap animation from LiveLink and applied that to the…