Pardon me if this is the wrong place to post this but i need help with (rigging?) this. here i try to move it but it get's distorted Here is a video to help you understand how it's suppose to function https://youtu.be/QRY53mvTTFM So not just up and right but also to the sides.
Hello, I am newb, I'm trying to teach myself how to model. Starting REALLY Simple. When making an object, that is going to get rigged, what pattern of triangle should I use? Left is what I'm currently working on, Right is some MGS mooks I grabbed for reference on what a basic character mesh should look like. I noticed the…
personally i'd just spend a few mins rotating each piece until the watch band is closed. if you really need it to follow a spline you can do a SplineIK but you need to rig it up with bones, and start off with a straight line which you bend into the desired circle
Not a lowpoly. This example does the job all right, but the problem is when i'm working in Softimage and that bastard-piece-of-software really lagging on me when the scene gets over 500k polys (and i actually have pretty good rig). And usually the rails are to blame. So is there a good way to make nice rails with less…
I'm not entirely sure if this is the correct thread for this question. How should I go about modeling and rigging a scarf? I am trying to model it so that it can move around without too much deformation. And the entire length of the scarf will be used for animation, so I need to know how to set up set driven keys to have…
May be in the wrong subforum here but I have a quick modeling question. For creating fabric that will be rigged and animated things like tabards strips of cloth etc would this be modeled using a single poly plane with divisions or as an object with additional geometry to give it some depth? Also would you model in the rips…
@99499 If the shoes are an important part of the character that the players will interact with and view up close then it probably makes sense to model them as separate objects and rig them to match the rest of the character. A lot will depend on what the shoes are supposed to do and what the rest of the workflow looks…
There is no need to use bones for this. Its just a mechanical rig so its easier to set up with some nulls, parentings and constraints. Its just a quick 2minutes setup but thats the way I would do it. Its just 2 nulls for each wheel and a third null which is position constrained to the second null of one wheel and direction…
Of course, when it comes to rendering the more power you have is the better, but your specs are quite decent IMO. Hm... Are we still talking about the tank tracks? Cause I don't understand what relation track geometry optimization has to rigging. Here I created two low poly versions on track using boolean workflow:…
This whole thread makes me wonder are all those thing gamedev related? Because support loops are big NO in game dev usually. How would you do LODs with those support loops ? Aren't hard /split edges and normal maps been invented to fix all this and editing vertex normals is a way to fix unwanted shading gradients on…