This is the demo of Bipedal rig created by my upcoming rigging tool , i consider it (PHASE A) where i want to check how far the rig gone and how it can be received by animators , i have already used it in some production but i really appreciate wider range of animators feed backs. if you found it interesting please drop me…
I bought a rig from turbo squid , hoping it would be like biped(3dsmax), its pretty close but ... is there a tutorial you could point me to that explains how to get the boxes on the hands to control the wrist? or where the wrist controller is? if they are familiar with this rig setup? My goal is to get my 3d models moving…
So I don't think I've ever actually posted any of my progress, on any of my projects, to polycount. Well I'll be graduating soon and I decided I'd take a chance with posting my progress on a level I am working on. If you can too, check out my site and let me know what you think: http://www.martindewitt.net/ The level is…
Is it possible to export a partial fig file? The my core biped has changed, and it looks like the easiest thing to do is save out the fig and apply it to my other characters except they have different hands. I dont suppose any of you know of a way of saving out the hands, applying the new fig then reapplying the hands?
Hello again, I'm finally done with modelling and texturing for this character. Rigging is sorta done too (I hope). I'm definitely not proficient at it, my rig doesn't even have a "center" ? Basically it would be sort of hard to animate with... which is the point. anyhow here's pictures, they're pretty self-explanatory:…
Good day/evening everyone, today I mustered enough motivation to chase an old dream of mine of making my own proper videogame calling it "project ALT" for now.but before even tackling the drawing board for that one I decided to start a small test project that in order to pickup any missing skills that i might need for the…
Hey, We're a small team of 4 people and we just started working on a new MOBA game. Currently, we're looking for a rigger (in Blender) to skin/rig our character models. All characters will mostly be humanoids/bipeds, with all of them having an upper body control separate from the lower body. Something similar to Fortnite,…
I tested them in game and they actually look pretty good. His wing rig is sectioned into three parts, and he's moving them like normal wings would about 90 percent of the time, so it doesn't look odd with the animations. And as far as I can see they aren't bigger than the wings on that doom set that Sebastian (I believe?)…
[ QUOTE ] again not something that needs to be "implemented" in code.. we do this, its part of the rig, no programmers required. [/ QUOTE ] Please correct me if I'm wrong, but you're engine still has to read that rig right? As far as I understand typically eye controls are done using look at constraints with some sort of…
Hi, Sorry if I posted this in the wrong forum - please delete this if so. It's been many years since I've done any animations and I want to get back into it. I've already gone through the process of rigging, skinning and orienting joints, but the question I have is if the rig handles actually need to be oriented in the…