imo, I like it for putting motion capture data into animation and I did used it for a several months back in school but I'm not into animation right now so I don't bother with it atm. I also had a lot of fun reassigning the skeleton structure from time to time.
also what about the skeleton created with humanik. Where the root joint is already skinned (smooth skin) but when you for example rotate it, instead of the hips moving the whole character rotates. Is it the best practice then to remove skinning on this root hip joint and assign it to the spine?
Yes it's a great technique if you ask me but you have to keep in mind that it takes way more time than just sculpting. First you need a blockout of the skeleton and you then need to know the inserion and origin of each muscle. Just give it a try!
rorozilla, you can creat a shelf button from every menu items you want. Just open a shelf, where you want your button, go to Skeleton > HumanIK... and click on it with Shift and Ctrl pressed. You get a button with a nice icon
If I were you I'd do as you posted in your first post and hand paint it. You model really screams for it in my opinion. You can probably find alot of inspiration from the skeletons in Diablo 3 or World of Warcraft if you need it ^^
not a very clear question, but ill give it a try organize your mesh, bind skeleton and control rig on separate layers, colour these layers and adjust their visibility and display type. This way you can control what is visible, whats hidden and whats selectable independently.
Hmm I think your going about this backwards, if your making organs then start from the base; the skeleton and work outwards. Right now your starting with the exterior muscles, which are very inaccurate. This is going to have a large affect on the interior proportions and placement.
GNAR IS COMPLETE! So I ended up dublicating the ears and arms and put them into place by moving the pivort point to the midle and change the axis to -1, flawless! I allso put in a quick skeleton to pose him in some cute positions! Turn around:
I'd say get a specular map on there. Some of the proportions and the exposed skeleton bother me a bit. I'd say either push the exaggerations a bit more, or bring it back to lifelike proportions a bit more. I really like the feet and the meaty bits on the cheek.
I've been using Sequencer for exactly this. With UE5 there are significant improvements with Sequencer and ControlRig. If you're limited to using UE4, you can still pull off results like this even without setting up raytracing project settings. Feel free to check out my portfolio link below. The most recent posts…