Hello. IKs can be taken into engines like Unity or you need to bake down the animations to the base skeleton all the time? Do IKs create any problems if included in the animation file? if yes what problems? Thanks.
I have some one who need a hyper real setup rigging for character. I have never head of such thing and wonder what's the deal with it? Is it any different form normal character skeleton rigging?
You should put the joints where they need to be and any animations that use different joint positions, you should use HumanIK to retarget the imported anims, to your skeleton and control rig.
I love scanning my big, mechanical, dog monster that looks like a ham on steroids and auto-retopologize it with auto-loops, and auto-skeletons for my single button games! /s
Ive moved as much as i can without having to UV my character or effect were my skeletons bones are, It looks much better with hips haha, Thanks Riot for the silhouette.
Hey man! I'm really loving the concept you made! The baron skeleton with the ropes and the details all work well together :) What are you planning for the base part of the tower? Is it water?
Finished the highpoly of the skeleton. Most probably will remake the ribcage because the shapes are too big compared to the rest of the model, I think I should go into a less stylized direction with that as well.
Yea I've dug into Unity's mechanim a bit more. Seems I will need to rig my own skeleton based off my body dimensions and model around that initial rig.