You could apply all the maps to the model in 3ds Max / Maya and render out frames with transparent background. Then import the rendered frames into Photoshop or After Effects to save out an animated gif.
Another option is to make the door frame line up on the power of 2 grid while having the hole for the door a different size. You can see an example of that in Thiago's door frame model.
Pugna set looks amazing! My only small concern is that it sort changes Pugna's frail, weak frame to something more heavy framed. It looks incredible regardless though! Especially the cape!
The animation is 23 frames, 24fps, which I have set up in marmoset. The animation loops in Maya and I checked it in our school 3D engine and it loops. But in marmoset it studders on the last frame which makes it not loop (and it looks wonky) :( Does anyone know why?
Another update on textures. Scratches on the frame are placeholder/generic just to see how well it contrasts/reads on the frame, mostly everything else is near final - lighting needs to be much more improved of course.
Does the character have a master control? You might try manually animating the master control backward in space, frame-by-frame, to negate the forward movement of the hips and feet.
Hey @Fansub I think I found the problem. It happens when your animation slider not on 1st frame. If quickpipe created not on a first frame it wont work properly.
No argument there; using it is roadblocks at every turn. But when you need vectors... not much choice. Ugh, I'm going to have to go frame by frame and delete the object manually.
hi my advice to you would be to increase the frame rate to around 25, then extend the range of frames in some of your movie clips too give smoother transitions.
Ctrl+F will frame the selected object, while Ctrl+Shift+F will frame all objects in the scene. You can edge the camera transforms and pivot point manually in the camera object properties as well.