Sorry I mean a mesh, I'd like to make my own IK/FK and Cat rigs. So basically I'd just like a low poly character mesh :) Its for practice on my rigging/skinning and deformation skills :] (and by low poly I mean like 1-2K tris at a push :D ) THANKS:D
I will have material up soon people, also planning a small update to make it easier... -EM- That usually happens on funky copy pasting into Maya, perhaps try copy pasteing again? King, it should run fine, nothing overly fancy besides the actual creation process, it creates super simple rigs of IK - FK.
Yeh all skinning is done prior. The Smart IK functionality of it is super good actually, I think once you get use to the shortcuts and the finer details of the system it could be super powerful for getting in quick poses. I think used in tandem with another package of your choice it could really be a solid step in a…
Looks sweet Tom, I really like how the textures turned out. As for the animation, it looks like you're using IK on the arms? :( Also, it doesn't look like his upper body/spine is rotating with his arm movement. I know animation wasn't the focus, so I won't crit it too much.
Statutory rape isn't the same as rape. He could've signed a notarized contract as far as the law cares, it doesn't matter because he's still too young to give consent, regardless of the circumstances. Personally, my reaction is more like the cops on South Park when they find out Ike is sleeping with his kindergarten…
In Euler mode, position curves will always be dotted unless you turn on IK/Planted Keys. Then it is only undotted between IK keys. In Quaternion you can interact with position curves and it will translate that back into rotation values. That functionality doesn't exist when biped is in Euler mode. If you grab the hand and…
I ran into a rigging snafu I've never seen before and I could really use some help. I am trying to set up a pole vector on an IK Arm I am creating. The model was *not modeled in T-Pose so the bone for the arm travels through multiple planes. Obviously this makes making a pole vector difficult, but I found a workaround that…
Great arc in the end, I suspect you used IK so really great work there. Two things that bothers me. When she leans to her right before snappy frame she doesn't really show any anticipation for it. She doesn't arc in her snappy frame, then it might come off as more natural.
Bending the elbows and fingers slightly are helpful for IK rigging for animators, but that is not important right now. It's your form and overall gesture your silhouette as a whole makes. Nail them down before you commit to higher resolution geometry. Right now you are way too high up insubdivisions before you get to move…
No I don't think I did. I flipped the swizzle but ik thats not it. I'll give it a go. As for the video. That would be amazing. As long as its cool with you and not taking too much time off of yours hands. It would be the star video to watch for people using this workflow. I would say it would be Polycount Wiki worthy.