So, they added in spline IK support, which is all well and good, but still NO Python support, which pretty much rules out any UE4 user wanting to use the Animation Rigging Toolkit. So for now, i'll stick with Modo
It lacks IK/FK blending. Needs some kind of spine control and it would be great but not necessary if the head had Look At functionality. If you really wanted to get tricky it would be awesome if the eyes had independent Look At controls also. But seriously... these are rigs: These are not:
He doesn't even know how to code yet and your friend is recommending he focus on IK and spring physics? Good lord... I agree that the stuff he mentioned is great for making games but, geez, let's walk before we run.
Yep, possible. There are some art import tools that recently received animation support for IK chains. They're not the official tools but they work ok if you're really itchin to get stuff in the engine. http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/
ah well i misjudged most of that then lol and yeah ik about fpsc i was tryin to say im camo from the boards lol. And mind showing the gun in fpsc? from my experiance fpsc tends to make things more noisy :/
An IK bone chain should work. Link the first bone to the character's hand, so it moves with the character. You'll have to animate the rope by rotating the bones (use local rotation). You can save the animations and re-load them, just as with biped.
this is a fairly broad question. Simply put you can use the connect joint tool under the skeleton menu, but i think you might benefit from a general overview of creating an entire skeleton with ik http://poly-face.com/Maya_Tutorial_3D_Character_Rigging_-_Setting_Up_The_Skeleton_part_1
http://www.3dtotal.com/team/Tutorials_3/U_Joint_tutorial/u_joint_01.asp You can replace the dummies with actual bones if you need to but the key is using the look at constraints. You can also play around with the settings for each bone in Hierarchy tab > IK
ah je spreekt dus toch Nederlands=P ik zat te twijfelen vanwege je naam, die meer Zweeds lijkt? en het feit dat je voor streamline hebt gewerkt. succes met je portfolio=)
Hey There, i've finally finished the rigging/skinning part using human IK in maya. i did some poses and rendered it in marmoset. I'll try to find some time to make some animations of him later, but for now i call it done.