What is best practice when exporting looping animations for use in a realtime 3d game engine? for example: looping walk cycle (frame 0 and frame 100 are identical) 1. set start frame to 0, end frame to 100, export or 2. set start frame to 0, end frame to 99, export Option 1: duplicate frame data but curves placed end on…
Hi guys! I'm kind of new to animation so I'm starting with something simple: animating the scifi weapons in my pet project. It is an FPS and there are no hands, just the weapon model itself. I've been trying to create a smooth animation for the walking and then the running clips, but it's been hard to make it look good.…
Hey, so one thing that I think would help everyone looking to develop a game reel is to give some basic frame lengths for game animation. For example, one thing I've seen is that your basic attack usually takes anywhere between 5-7f with antic included. If others can give basic frame ranges for an idle, heavy attack, 2…
Hello, this is my first post on the forum. I've been leisurely doing 3d Graphics since 97/98 somewhere around there. I've always been a computer junkie, but this is my first post ever on a forum. So lets see how it works. I am using 3D Studio Max 11. I want a objects surface to become illuminated though the self…
Would like to share that studio I'm working in has started hiring Here's list of positions: - Technical Game Director (developer to lead the dev team) - Lead Game Producer (general producer / manager) - Unreal Engine 5 Client Side Developers (c++ devs with UE experience) - Rust Developers (rust system engineers) -…
Hi Cap; I would suggest animation simply for the reason that there is so many modellers, but to be honest, I don't see many animation jobs out there these days, dunno why. That will probably be different by the time you are ready to look for work. But I think I see a little too much love for animation in that post of…
So basically I have a model that consists of two separate objects, knight and sword. Models are animated and rigged (Blender), some bones inside the Knight model are animated with Inverse Kinematics. The Sword is just parented to the hand bone and follows its moves. The problem is that when I import my model to Marmoset,…
Hello everyone! We are developing a small iOS game. I am animating a small cute little character which, for the sake of this thread, a ball with a tail. Here are some of my problems: * The character will bounce off walls and I need to make him squish and bounce off the walls but I cant use anything but the joints in the…
Everything was going great until Marmoset 1.10 tore my rig and animation to pieces. I spent 2 days following this tutorial to rig my creature in Maya http://www.digitaltutors.com/tutorial/1371-Rigging-Quadrupeds-in-Maya He uses some kind of "flexi" rig system that relies on nurbs deformation and even a bit of n-hair I…
Hello, my name is Tyler Crocker and I am looking for job opportunities in 3D animation. I have a Bachelors in 3D Art & Animation and have been animating for 6 years now. My proficiency include modelling, animating and rigging. My work experience includes small and medium sized teams, along with Bi-pedal and Quadruped rigs…