Hi, My Name Is Karim Ahmed I am A 3D Character Rigger With 9 Years Experience in Character Rigs With All of Its Types (Humanoid - Cartoon - Machines - Hybrid - Cars -Animals) for Media and for Games, i know all the tricks to create a clean rig for game engines and solve rig issues inside it. I can use any 3D software and…
Hi everyone, Wow... haven't been on here in a while. I'm hoping you guys can help me. I'm looking for a character rig to create 3d animatics with. I used to work a lot in maya but then changed to shooting live action stuff and now I'm try to work 3d into my preproduction workflow. So what I need is a rig that is realistic…
Hello people, While working on a little project here I ran into a problem: I modeled this bottle, which is part of a scene I am working on. In the scene later I'd like to be able to put the bottle to wherever I want to, with the strap on top falling naturally to the ground. My initial plan now was to maybe rig it so that I…
Hi everyone, Looking for some advise\general direction\links on how to rig this kind of a desk lamp http://i.stack.imgur.com/r3T8S.jpg and similar mechanisms for in-game usage, preferably in Blender. After spending a day on google i am officially stumped, as every video i've watched was geared towards general animation,…
I have read a few places that you should keep rigs between 30 and 64 bones for a mesh. To be honest I am not sure how to do this on a character with fully articulating hands and a face rig. My face rig is fairly minimal: four bones in the lips, four in the brows and two for the tongue (the eyes are sort of fixed orbs). But…
Hi everyone! I've been doing a lot of research on this topic. I wanted to create a setup to animate my last character's face, it was quite hard to find out and I decided to make a tutorial to at least give you a starting point if you are starting at facial rigging. Its my blog here:…
Hey folks, I'm working over a project of mine in UE4. Also, I have facial motion capture solution and photoscan skills However, I have no knowledge at all in 3D modeling/texturing/rigging/uv What will be the best approach to do it? What is the easiest way? Can the texture be directly applied on let's say MakeHuman head…
Hello, I'm fairly new to Maya and this forum. I have a couple questions about retopologizing a human character for rigging. I have a human model that I sculpted in Zbrush. I'm almost done sculpting it and I plan to export that as an .obj mesh to Maya so that I can begin retopologizing it with quad draw. After I finish…
no thats not what im referring to... rigs have to be made to be scaleable... a modern rig does have a lot of math inside... if there is no compensation node you cant scale the rig... its part of the rigging process to make it scaleable... https://www.youtube.com/watch?v=a9nLpe20s24 and take a look…