Hello everyone. First time poster here on Polycount and I wanted to start with something I've been working with for quite a while. This is the Modular Auto Rigging System, or M.A.R.S. prototype made entirely using Python. It has the ability to make several assets for rigging with plenty of customizability and convert them…
Adding tools to my rigs that allow you to dynamically change from World Space to any Object Space. It even lets you convert after the object has been animated.
Update/highlights on these restraint rigs, after animation, and brought into Unity. This is just a timeline preview for animation purposes. Normally I would integrate animations into character controllers for interactive experiences in VR, but I'm trying to focus on the tech art animation side and let developers make use…
@.Wiki Looks fun to use, nice FXs I'm developing Animation Sketch on Blender to experiment a simplification in the whole rig-skinning-animation part (à la Mosketch) : https://www.youtube.com/watch?v=VrNzb4NcSRQ
Well you could set up some kind of a rig using geonodes, however strictly UI in the viewport is not supported. Yeah that's true, at least some collapsable menus would be helpful. Maybe they'll make it down the road some day.
I'm working on a custom rig builder for Maya. I know that a lot of tools/script alredy do that, but since that creating a rig is something very personnal, I do my own one. I'm bored to manually do that. :p My purpose it's to make an auto-builder for any type of character compatible with the UDK. That's mean I don't try to…
worked today on a euler lock Gizmo and component for Unity3d to limit rotations for gameobjects (such has bones of a Kinect driven rig) That way I can see in a visual way what axis will be limited how. Limits are affected on on LateUpdate so before they enter the rendering queue.
Thanks Flynny i have a project in mind to make some minature fighting, my stronger skills actually is rigging and animation but i will have you in mind because i want to do some camera traking and stuff like that so if it is a lot to do i will ask :)
I make myself some tools to get really faster when doing rigs. It is work still in progress, when this leg is done everything else(arm, head & spine) will be create really fast and the tool wil be complete. [ame="http://www.youtube.com/watch?v=sCaDtKNKReY"]http://www.youtube.com/watch?v=sCaDtKNKReY[/ame]
Well that doc has a fair bit of idealism in it, what we aspired to. I for example am not fluent in any scripting language, I just pitter-patter here and there. So my role as Lead TA was mostly a managerial one, helping the two TAs manage their efforts and helping them communicate better with the rest of the studio, all the…