Yeah its a custom one I think, I made the leg bones myself, there are no ik solvers, I just moved the bones independently. I may try the biped or something to that extent, don't really want to go near code though so if the other options don't work I may just animate each leg itself. Thanks for the help! :)
I'm new here. don't really know where to go with this problem. It seem harder than I thought. I exported it in .fbx as usually. Though IK-solvers don't tend to cling with it. It never does because inverse kinematics are handled differnt in several applications. I assumed there would be some kind of solution within Unity.…
The only Physx feature that interested me was the fluid solver. Have liquids and gases interacting with the environment would be a lot more interesting that lots of boxes flying around. I'm surprised they haven't started marketing a card to the 3D artist market. Having a Physx card to preview Maya's soft body simulations…
I'm trying to create a simple animation for a game and decided to use an IK limb solver on 1 of the arms. I collapsed the IK bones and deleted the IK chain. Everything looks fine in max but, when I test the animation in-game, the arm stays motionless. What am I missing? Edit: The game's Skyrim Special Edition and I'm using…
To make a cloth static mesh you will have to make a plane and apply a dynamic cloth solver. Then you animate it to let physics do the work. [ame=" https://m.youtube.com/watch?v=N8UWFDb7tfk"]http://m.youtube.com/watch?v=N8UWFDb7tfk[/ame] I'll post up how mine turned out when I get back to my computer.
Thanks for the reply. I have tried using HI solvers but I get stretching on my geometry when I move the point. I put this together just to test out the idea of it. The mechanism keeps the claw straight, while moving them forwards and together. It's like those comical boxing gloves that extend with that diamond shape…
Yeah, that is how they build them. Here's a good close up of how it looks in reality: Obviously there's a sliver of log between each intersection in reality, but it's so small that its obviously not feasible to put that into a games model just for extreme close ups :) As far as AO between logs goes, I can't really do that…
what kind of animation? IK solver based, vertex animation or primitive transformation. Maybe tell us what you need it for and better suggestions could be made. just on a sidenote: in 3dsmax you can even animate UV-coordinates of the texture vertex positions (UV and W). But I am not aware of any file format that exports it…