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.
I modelled her sword and create a fast rig using Advanced Skeleton. I modeled a background for her. Paint the models using Substance Painter Finally render with Marmoset Toolbag
Bump anyone? i´ve re-exported model, skeleton and apex files and now one bone seems to work as opposed to last time when it didnt. it seems completally random.
Is this a question in your engine or in Maya? If it is Maya, there are many solutions; if it is your toolset/engine, we'd need some more info to be of help (like how are you storing animations, skeletons, and models?).
I don't think UE4 supports these curve animation constraints from Maya. You either have to attach the object to an animated skeleton, or bake the animation into keyframes.
Skeleton Pile: Giant Mutant: Early concept direction by Brandon Kitkouski, final concept by myself Anarchy Suit: Concept by Elliot Lilly, boots by Jason Sallenbach
Mechanic with in an Elysium/Aliens inspired Exo-Skeleton. A character design I want to translate to 3D one I get a bit more practice at modelling people.
What trouble are you having with weight painting? Can you be more specific? IMO, building a skeleton and controls is way more complex than weight painting.