@Bek I tried exporting all of my lods to different objects and merge them in oxygen at first, but find that workflow very tedious. Probably because i don't like to work in oxygen much. Also exporting rvmat paths from max to oxygen was working well at first but started to break path after couple of exports, so now i need to…
I'm working on adding skeletal animation support to my Quake2-based game engine, and I was wondering if somebody could make a skeletal-based model with the same animation frame order as the Quake2 player model for testing purposes. The format is proprietary -- Qfusion's SKM format -- but if you can export the model to the…
So apperntly Ue4 4.13 supports alembic cache animations, I'm not sure what it is but my understanding is It creates a geometry cache of an animation using a skeleton, am i right ? So I would assume a skeletal animation is more dynamic but uses more memory than the "Alembic cache". Should I stick to what I know or should I…
Rigging is building the skeleton and systems that the animators will use. Things like setting up:* IK/FK blending on limbs. * Facial controls. * Motion capture integration * Rotation controllers for eyes and heads * Creating a final skeletons for the engine to use. * Creating the systems that blend and align the final…
Ok, Really having fun with this today! Ive fixed some mesh problems, and then went and put the standard poser skeleton in behind the mesh (to check position of joints etc) and it all lined up perfectly first time, just a few ribs poking through and the shoulders were slightly higher up on my mesh. So i started a new rig to…
IMHO the difficulty with this is that there is a variety in human skeletal features coupled with a relative lacking of publicly available 3D scanned in an easily accessible format. The other thing is that doctors, physicians, etc. have differing opinions as to what constitutes a "perfect" representation of certain…
Is the mesh just scaling and the bones stay in place or is actually the bones that scale.? Looks like the latter. Do you have scale values on any joint, apart from the root bone? Or worse: keyed scaling? AFAIK most engines don't support bone scaling and that most probably is the culprit here. Try checking the skeleton for…
creature tools i found to be one of the few good rig systems for maya,too. but personally i like zooCST more, you can easily apply it to your own non-bipedal skeletons and it has some nice body part locking features. it's far more flexible for setting up your own rig's as well. from what i gathered, fbik is in maya to aid…
The simplest way (although potentially not the least labour intensive) will probably be something along these lines: 1. In each scene where the skeleton is animated make a keyframe where you set all the joints to bind pose so the pose will match the rig exactly (you can do this on frame -1 or something) 2. Set up a scene…
I came across your error today whilst working on my warlock golem! Both errors even, first the descriptionless error, and then the no polygon data one. Managed to solve it thankfully. Take a look at Spud's post in this thread: http://www.polycount.com/forum/showthread.php?t=120749 Which lists possible ways to prevent the…