I would have to look at the animation and see how it was animated to say yes or no. It is possible, I've done it, but its a testy system to work with from scratch and doesn't get any easier when you put it in place later. I would do it in chunks in different .max files and assemble the final chunks of baked out, key per…
[ QUOTE ] Skull, good to see you here again. I can't help you with the Maya stuff, but I would like to hear how you recovered from your case of RSI. It's pretty often we see threads about it here, but it's always good to hear another success story. [/ QUOTE ] Hey Rob. I can't say I'm all better again, but I can work…
Why do specifically students need the human-ik source code? Or do you mean human-ik functionality? Because the plugin will be there for students, just like everything else
The board was a separate object with it's own bone, we used blendshapes for the flex. The feet were using IK to stay locked in position, and the IK was animated off to do tricks. Simple.
good one.. i actually don't know how you'd do this other than to animate the influence as you would with an fk/ik blend rig - i haven't done any maya character rigging since about 2012 though so any number of things could have changed (i.e. moved to a different menu)
I recently started working on my rigging/animation skills. I am rigging and animating in Modo and using it all in Unity. I have a rig in which legs and arms have IK solvers. I also have some constrains on feet. Some of the controllers are just parents of bones (like those blue cubes driving the spine or head and neck).…
Hello. IKs can be taken into engines like Unity or you need to bake down the animations to the base skeleton all the time? Do IKs create any problems if included in the animation file? if yes what problems? Thanks.
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…