The rigger will weight the mesh to the skeleton using 'masks that are tied to the joints', aka skin weighting or just weighting. So the rigger could go in, place a joint, and paint the weights. So even if the mesh is combined, they will be able to animate them separately. That being said the weighting 'mask' doesnt need to…
Here's a quick video showing off a couple sequences. Everything is still placeholder assets. First scene shows where the player wakes up trapped in a room. The building is on fire and quickly spreads through the room. You have to escape or die. I'm currently using a giant glowing skeleton key as placeholder, but will come…
Be careful with just decreasing weights like this, as if you remove them from one bone they get distributed to others, up to the number of influences you specified in the initial bind, and not always to the bones you expect or want. The easiest way is to simply paint in more influence on the bone you want to have more…
you've got a *lot of wasted space in those UVs the amount of polys in the face (so much as i can tell from the render) doesn't sit comfortably with the lack of detail elsewhere, particularly the lack of definition between his trousers and shoes also, he's not deforming, he's bending. Bones have angles and hard joints, this…
There are a few Doom3 models. The main problem is there's not very good support for custom player models - they have to conform to the existing skeleton, which really limits creativity. Also it takes a lot of time and effort to make a full Doom3-quality player model ... then the export process from various applications…
One thing that strikes me when viewing the second dinosaurus are the spikes and plates comming out of it. They look like they sit there with out beeing really attached to the body and the skin. From my imagination I would expect that the areas where plates or horns are placed the body has some deformations. Because I…
thanks a lot guys Disting yes, engine is weak :( and i can only use diffuse... as for shoes, i will think that good idea to remove cammo from there as not every cammo looks well there, as i sad before, cammo pattern will be easy changed by disabling layer... this is done for future, maybe guys need another cammo.. Rick…
Hi folks, I'm trying to understand about referencing-in characters before rigging. This is a recommended doing by Advanced Skeleton team but I'm really not sure about it's benifits. Will referenced characters preserve weight painting should I ever change their topology in the source file? Does swapping character…
Heyo Since I've been sort of obsessed with Dota lately, I decided to jump into item making. I'm really enjoying the game a lot, and I've made getting a set into the game a personal goal. It may not happen anytime soon but I'm just gonna keep trying until it happens :p Lich is one of the heroes I've played the most so I…