Our ideal candidate is a self-motivated, positive, Unreal 4 generalist who can hit the ground running not only making great looking art but also comfortable utilizing Unreal’s powerful “Blueprint” system to make these experiences come to life! This developer will create a wide variety of 3D game content using Maya, import…
Help Wanted @ Fist of Fate We have recently ported over our modification from C&C Renegade to the Source engine as it will allow us to do a lot more and it will improve our graphics. We are looking for a few staff members who are more than capable in their fields to help the move over and the future of Fist of Fate, please…
I have a maxscript bound to a hotkey that lets me toggle the visibility of my currently selected modifier in the stack...but it won't update the eyeball icon unless I interact with the command panel in some way. I did find this little snippet: colorMan.reinitIcons() that does the job, except it also automatically reselects…
Yeah that's what I expected then, also this is on their animation documentation: https://help.sketchfab.com/hc/en-us/articles/203058018-Animations So yeah, you can only animate a whole object using transforms, you can't upload a vertex animation. You will have to find some way to bake it to bones, or blend shapes. Below…
Thanks so much for your replies everyone! AndrewHelenek - What importer are you referring to? Spudnik - Luckily I am running 32 bit Maya2013, so that should have worked great! However I'm also running Windows XP, so what happened was when I went to run the runmaya_2013.bat file, I got an error saying that maya wasn't…
So I had a look at Pumbaa's files for this asset, and had a couple things to write up about. I edited the lowpoly to match back up to the high as i think you edited it, trying to "fit" the high inside it. No need to do this, this is what the cage/envelope is for, and doing this sort of tweaks is only going to make things…
Blender has some pretty nifty rigging and animation features. Not better than Maya's but certainly much more flexible than Maya LT's, possibly better than Modo's too since it has NLAs and layering. Blender has bendy/stretchy IK, spline IK, constant volume constraint, mesh cage deformer like Pixar used to use back in the…
I used modo for over a year and besides the constant crashing and the crappy snapping (which is slightly better but still very undewhelming imo) I think I simply cannot swallow its philosophy. It's fairly fast to model with but I'd stick to it for organic stuff where you don't need too much precision. I'd say it's not a…
Thanks man, well heres an exampel on a really handy thing to have: An action that will save out all your frames in a photoshop animation for you (in the right format), or all the layers in a photoshop file, etc etc. Or maybe actions that set up a scene just the way you want it so you dont have to do it all over again every…
Outside of QuickRig and HumanIK there are a few modular rigging scripts that can give you some really good rigs. Advance Skeleton : http://www.animationstudios.com.au/advanced-skeleton This creates biped, quadraped and custom rigs, I'm using this in production right now and I like it a lot. But there are some hoops you…