Depends on the data format. I think a .BIP file will overwrite your existing structure. But if you re-import the source motion format instead, like BVH or CSM, then you can fit it to your own structure. Takes some finesse to import raw data, been awhile since I had to do it. You use biped's FIG format to control how the…
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Hey Polycount, I'm trying to figure out what my best bet is for rigging a large number of humanoid character in Maya, hand-animating them, and then importing for use in Unity. I'm not the most experienced rigger/animator. I can put together a standard rig manually though I'm quite slow, and some of the more complicated…
Well.. when you said in the other thread you are modeling for 6 years.. and then "complains" about people doesn't show you the best models for your task (which you got paid for).. then this could be read/seen as.. weird. And people might think to spent there free time otherwise. Think about it.. :tongue: Happy blending.…
Hi, Polycount! I'm in confusion and need u'r help. Right now i'm making model of scope and it has many cylindrical parts, and as result many ring piecies when i unwrapping it, here is screenshot of fast uv packing and model itself: I want to know what to do with ring piecies when i unwrapping such models. Should i divide…
TECHNICAL ARTIST Emeryville CA Position Purpose: The primary role of this position is to rig high quality character assets and put them into the game. The Technical Artist will also serve as a bridge between Artists and Engineers to troubleshoot problems and issues as they arise. REQUIREMENTS Prep character models for…
hi, a simple demonstration highlighting the difference in merging animation layers between Maya and Blender. using the same rig (beta character from agora), in both maya and blender. same rig (almost) same computer, only difference is maya and blender. https://youtu.be/57QhSToYH98?si=KOMJGwMrOo7mfbri
@Fabi_G Thank you! As for textures, I'm probably going to stick to a relatively realistic style. I'll be using Substance Painter and create the base rusted/copper-looking material and then focus on the canisters and the light. I won't be doing hi-to-low poly, I'm keeping this fairly mid-poly and will be using Normal decals…
Hey @throttlekitty , i have deleted ng skin tools custom nodes before exporting the rig, so i dont think that should be an issue. I believe I narrowed it down and the issue may be pretty simple: basically if i key frame too many corrective blendshapes it really starts to bog down. I think I am just asking too much from my…