Looks... hmm, a bit overwhelming for me. Having just played the Last Of Us, I loved how it was a linear story and not much in the way of time expensive side extras. Impressed with it's scale and scope but I'm 100% this will be in my 'never finish' category due to time constraints. If only I was 14 again.
I've seen your earlier version of this model on a monitor at work that shows Gears community art ;) I'd like to see you just go all out and have some fun with it, make a more current gen / next gen version so you don't have to work with older constraints.
Thanks a ton Mark! I've currently got it working via Wire Parameters, constraints, and frozen positions for each control. It seems to be working pretty well, but I've gone ahead and downloaded some scripts from ScriptSpot anyways just to see how far it can go. Really appreciate the suggestions! :)
I read this the other day. I was happy that they are talking about the PC getting it's share of attention. It's a little weak that games that will be cross platform are aimed to look the same on the PC, when the PC community knows they can push it way more. But, i also know there are constraints and time frames that they…
You could already attach an empty to the end of the bone, parent it to the bone's parent and set it to delayed parent, add a stretch to constraint to the bone pointing at the empty and get a bone-based version of that that would work ingame. Softbody dynamics won't collide with rigged meshes yet, I hope that gets fixed.
It's a general-purpose word that's useful and common just because it's so generic. In CG/games (and in most computer science) large, complex things are built out of smaller, less complex things. It's helpful to figure out ways to describe the organization of how these things work together to comprise the sum of their…
Has anyone here had their axis constraints changed to refelct 3DMax where Z is up instead of Y? If you have, have you noticed any problems/crashes with native or 3rd party tools? If so; do let me know. -R
Quick and dirty parent switching in Maya. Useful for props switching hands, holster/sheathing. Not really for a one-off switch, directly keying the constraint weights will work for that; good for something that gets repeated use. https://www.youtube.com/watch?v=br7BLwScagM
so i just updated the first post with part 7-1. I decided to split it up into 2 parts due to size constraints. next one will be up within a week. :D quick link here http://vimeo.com/39159860
Ah yeah, I'm sorry if what I said about the arms came off as kindof rude haha - and I sure do know about time constraints, so you are doing well with them! Headdress looks better now :]