I had some technical stoppers with the rigging, so I am going to have to redo it. Some things I learnt though: * Model the limbs straight and fully extended for rigging purposes (IK). * UE4 uses z-up. * The body rig is more complex then the face/head, so make sure the joint hierarchy for the body is complete before working…
There are many styles of rigs in Maya, though many of them rely on the same set of constraints that maya offers. I'm guessing from this image that the boxes are IK and they want you using the joints for FK. So the joints would most likely be your wrist rotation while dragging the boxes around for rough placement. In case…
Tightly integrated and friendly cross development with Max/Maya! ( opportunities to iterate at the very first stages of dcc content authoring. ) http://area.autodesk.com/blogs/stevenr/project_skyline_at_siggraph Also Visa versa! would be aweome if integration would allow for, custom Maya python solutions Like IK blending…
Hot damn! Great piece of work! Curious how many hours you've got total into this one? Honestly, when I saw your first pass upload I was sad you lost some of that awesome snappiness you had in the block out stage but you killed it on the 2nd pass and brought everything together nicely! Love the hang and shoot at the apex of…
I think you'll find that coming from the land of characters will help you out in wierd ways. I work pretty close to the way Ror explained, but my enviroments are more organic and have very few buildings or hard edges. For tunnels I create one segment that repeates, I create bones and skin the tunnel (as if it was an arm)…
Hi all! I have stumbled upon a problem which I hope someone could help me with. I am working on a character in blender. I have already done some animations using the rigify armature and it works pretty well. It is my first time using rigify so it was a bit confusing but I think that I am starting to get the hang of it now.…
Hey bro, sorry but I think you got my message wrong. "the end of mudbox" They are just bringing it into their main software because almost no one is buying mudbox itself. Also "how dare they", like seriously ? Competition is really important in software development it's what drives and push development further.'' When I…
Thanks for the comments guys! @quockhanhlk - I thought long and hard about this one. At first I wanted to keep it plain, since I believe there is value in having different amounts of detail in different places. In the end though I came up with an idea for a cute little rune and put it there. This also helped with a comment…
Yeah the hair on the spring fellow looks as if it's being pushed up by some sort of force (rising wind?), unless this is what you want? You need to treat the jump action as the driver for the hair, it needs to lag behind the action, this is what secondary animation is all about. Little details that are trying to catch up…
what kind of slow down are you experiencing? Low FPS in viewport? or periodic freezing? You can regain some FPS by turning off SSAO; AA in VP2 options. Set viewport to use default lambert instead of full textures. use Legacy viewport if available for your version of Maya. Other potential causes of low FPS are complex IK…