Hey I was wondering if there are any stipulations in importing rigging from 3DS Max into UDK. Are there specific things I need to do to prep a max scene before I import it into UDK?
Hello my name is Jeremy and I am a 3d modeler having trouble getting a 3d model I made into unreal with the unreal mannequin skeletal pose so it will work with unreal animation control rig. Current model has the geometry ripping and tearing while animating, which points to a bad weight paint job on my part, but it does not…
While applying squash/stretch feature to your cartoon rig, which setup do you use ? scaling the bones or translate ? What is the differences or benefits of using one way to another one ?
Does anyone have any resources to some rigged 3d models ready for animation? It does not have to be textured, just some simple figures I can run some test animations on.
I've been searching for this holy knowledge that is learning how to rig cartoon like characters with bending/stretching arms and legs but, it seems to me that, currently speaking, nobody uses Softimage as much as they use Maya. I'm currently starting a school project in Softimage and I need to know how to this god forsaken…
This is more of a tips overview of how i rig muscular characters using y drivers and constraints in blender and focuses on the arm part. https://www.youtube.com/watch?v=WfLLwsJcSdE&t=160s
I think this two things are actually one the same but am I right? I think skinning means to you aply vertexes to the bone, but I also think to rigging means that too, am I wrong? Also what is rendering?
I have a flat plane with an inset on it, on which my eye texture sits inside of the head. To 'look around' I want to make the center polygon slide around the flat plane perfectly perpendicular (is that the word?) but the only way I know how to rig or animate anything is with bones, and bones either spin in place or hinge,…
I'm creating a game as an indie developer and my game is low-poly with a maximum allowance of 1200 triangle polygons for characters in this game. They are all humanoid characters. I'm practicing first on modeling characters with less than 1000 polygons. I'm having some difficulties with the typology, especially around the…
Hi, I'm just wonder how I should rig my model and which joints I should assign to where so I can minimize stretching and make it more natural If someone could show low-poly examples I'd be really happy :poly114: Here's the vertex coloring of the bones to the mesh I'm using Milkshape 3d to animate this