Hows this, twist bone parented to hand with IK chain setup to forearm bone. Copy rotation getting local Y value from hand at 0.5 and hand and twist bone set to Euler YXZ to evaluate Y first https://dl.dropboxusercontent.com/u/1693140/Arm_multi_bone.blend (Initial rig/model is not mine, found it on blend swap or a forum…
I would guess riding on the drops instead of the hoods has meant you put the bars extra high to stop your back from having to bend too much and created an uncomfortable angle where your hands touch the bar. If you put bullhorn bars on you would (probably, I've never actually tried them) get the same position as riding on…
My main concern for this are the... gums? Lips? They kinda make it look like he's wearing very poorly made dentures. Perhaps bring them up to the level of detail as everything else, they stand out as being "unfinished" right now, even if that perhaps isn't the intention. Other than that, this looks pretty good, but for…
You could swap the SkeletalMeshComponent of your actor via code to get the hide and show functionality I believe. Just make sure the big guy and little guy have the same anim names in their sets and they can keep a consistent animTree. Frankly you could just have a complex anim tree with bigguy anims in one large bunch,…
Planning I am basing the character's movements on it's reptilian design. Its movements will incorporate a lot of wave motions similar to how real crocodiles sway when they move. Also Reptiles don't have much rotary action in their arms an legs, I am incorporating this fact into the way the character is animated to an…
Hey guys, had a chat with a friend of mine about this and he told me the following: UDK uses the unwrap to calculate it's specular, so if you start rotating and flipping parts of the uv's it goes nuts. This basiclay happens to all your meshes, but most of the time you don't see it because you're not using a real time…
Its coming along man. I'd like to see some damage decals from the bricks cracking under his weight. He's gotta be pushing a couple tonne with feet that are maybe 1'x1'. Thats a lot of weight to be resting on two small points and not cause any discernible effect. Theres a certain lack of mood thats found in the paintings as…
Hey Teddy, got another two features you could add (not saying that they are crucial, but they'd speed up my workflow immensly) 1. make two buttons, one called save normal, one called save diffuse and call the "save as" dialog by pressing (though only the respective layers are saved out into the new file). this way one…
Hit a snag since I last posted, I can't get any of the paneling on her armor bits/whatever to look like actual paneling. It just looks like I drew it on no matter what method I try to cut the panels into the model (tried Dam Standard, the MAHCut brushes, and also tried panel loops to no avail). Is it the basemesh I'm…
haha ye i blame my friend, coming round and tlaking cars and making me help he install components so i tihnk ive caught his motor head mannerisms. It depends if your buggys going to be all wheel drive or not. CV joint a on the wheels where the engine puts its power out, so for a dune buggy, id say yes the CV should be on…