This bug makes max crash all the time: I have a Biped skeleton that is animated, i have linked the Bip01 (root bone) to a animated dummy to see how my run animation looks when he actually moves forward. The bip01 already has some animation keys that go up and down. But now when i want to animate some more up and down i…
Ok so heres the deal, our engine uses separate clip models for map models and the like in the game. These are very low detail, low poly models that are used simply for impacts and collisions in the world. All fine and dandy, basic stuff. But heres my problem: I've made a skeleton model thats to be posed in maps an the…
not a ton of experience with this and not in unreal, but one way i knnow is to add some extra joints the cloth gets weighted too, and the joints use a cloth simulation. Maya has some easy stuff in bonus tools you could use for testing, but i think for unreal you got to look at marketplace to see what you can use. as far as…
Set Compression to "Optimal" instead of "Key Reduction". T/R should be fairly low, ~0.05; it's in Meters. Scale can be 1 unless you're using Generic Rig and have joint scaling in the animation. Animation imports for each character should all copy the avatar settings from the character import, similar to how UE4 forces…
You are very close to how I would create it. Hirnwirbel is correct, real human deformation is so complex that a few joints won't simulate it perfectly. Placing joints for the best mesh deformation is key. Here's how I would do it. Note the clavicle is parallel to the ground, again because mocap is usually captured from a T…
So, I understand that animation rigs won't be provided, which is understandable (and sorry for bringing it up again). However, I did some googling and found some people were able to easily import the models, skeletons AND textures into Maya using the files installed with the game on their computers. There are obviously…
Thats because its not finished yet, and I havent decided to actually name her. Reaper's scythe is something she is going to use to cut the enemy, and when the model is fully done its going to be ("her name" followed by the "the reaper.") I am not going to make her look all skinny or give out hints of skeleton but more of a…
@Mark, Yeah we stopped using presets and I explicitly set every option with MaxScript before each export. That and the dummy skeleton mention above all happens when hitting the "Export" button. So it's pretty painless for me now. @McGreed, I know it's an old question, but it's good to bake and resample animation because…
Make an ecorche. It's not easy and it's not fast, but it is very possible and is often how artists study anatomy. Start by making an entire skeleton, then move on to adding muscles. You can make each muscle with zspheres, by using sculpting layers, or you can look up how other people approach the problem in zbrush. I would…
Not the best at anatomy myself but that line down the back looks too deep, the back muscles look off for some reason but I couldn't say why without looking at a study. The abdomen is almost completely formless and there is a seperation between the legs and torso which make it look like the attachment you'd see on a plastic…