Finally finished my 3D printed skeleton of which the bones simply snap together and it can then move with similar constrains to a real skeleton: Can be downloaded here: http://www.thingiverse.com/thing:644370 It is a heavily modified version of the skeleton of Last Knight.
Cross post to my Spec-Ops Helmet detail study. --> http://polycount.com/discussion/174371/spec-ops-helmet-detail-study#latest for ideas, crits & suggestions here is an image, of course constrained to 1k width, that's why it's cut off...
Twists really prevent the volume loss when the forearm twists. It's constrained to an axis. What that essentially breaks down to is: if you skin it to the hand bone, and you decide to BEND the hand at the wrist forward or back, half your forearm would bend with it.
When you say "skin to a deformation rig that's constrained to the biped", does that basically mean rigging bones and/or dummy objects in place of the default twist links and linking them to the biped in the same spots? Or are you talking about something more complex?
Hey, MoP, thanks a lot for the crits. At the moment I'm feeling a bit constrained by my computer -- I went up to subd level 7 and tightened a lot of edges up, but it's really chugging at this point. Will keep refining, but, something more like this?
Hey Got an issue. I'm trying to parent a weapon to a hand in MoBu. When I do, the weapon snaps to a random position. I even tried to do a parent/child constrain as well and the issue still persists. Here is what I mean: https://youtu.be/gvzvT8H-tW4
@EArkham... Couldn't you add a second filter - i.e. Graph -> URL -> Contains -> path_to_substances ALL -> Description -> Contains -> grass = filter1 Graph -> URL -> Contains -> path_to_substances ALL -> Description -> Contains -> grass = filter2 ? Finished up a chainmail for use with characters. My first material for…
Make a rig with unity friendly orientations (you can make it out of point helpers or geometry etc), constrain it to the animation rig and skin your meshes to that for export instead. Much easier
Loved the new sculpting improvements, can't wait to try that "Constrain Brush to Line" to make hard surface details. For those who bought it already: has "Export Selected" been implemented?
I tried to skin wrap a piece of geometry, the geometry is moving with the facial expressions/blends but when I am parent constraining the moustache with that geometry, the moustache is not moving with the expression ! any thought ?