Is there a way to play skeletal mesh animations in viewport without pressing play? Similar to the way you have tree or shrub animations playing in the viewport as you move things around and adjust them in the viewport. Thanks. EDIT: Also I am having this error. Warning Importing skeletal mesh WingAB that dont have a mesh…
Idea: -Player can build their own mesh/monster out of blocks. -These blocks will form a monster of the players creation in various silhouettes. (crossy road example below) think like this, but even more variety, like non huminoid non quadraped creations. Squid, or dragon or random many limbed creatures as well. -I want to…
We're a small studio in Colorado working on the Early Access title Industrial Petting, a creature-creating automation game currently on Steam. We're looking for a 3D generalist to make help stylized creatures for future updates, including rigging and animation. Ideal candidate can: Bring their own interpretations of rough…
Brief question about a game character animation... When do I use the Root controller, when do i use the master control? People kept telling me to only use the root controller for everything, like walk cycles, attack animations etc. When do I ever use the master control then, does it even move along in Unity later on?
Hello, Running out of things to try when importing my mesh to unity. I have rigged a head ( for VR) to have some mouth movements. The things i've tried are as follows.. bake animations key frames in maya before exporting Keyframe animations and not bake on export / before exporting Here is a screen of what it looks like..…
This is my new FPS Animated short which I'm working on and will be released in January 2017. I will also be releasing the entire video of how it was animated from start to finish on WatchMeAnimate. https://www.youtube.com/watch?v=6Ktm7nv1VkA I would like to wish everyone at Polycount & and to its loyal readers a very Happy…
What is the end intention? Is this to be in a game, as a looping ambient animation for a prop asset? Assuming this is the intention, I would suggest pre-baking the animation into bones, and using skinning to animate the meshes. This is highly performant, but not interactive. To do this you could create the initial mesh…
[Update 4] Finally had some time to work more on it, here is the old head stage and the "about to die" head stage. ;) I mostly used my hogarth ref for the last head stage, couldnt find much good reference: http://www.vitamin3d.com/bilder/veryoldref.jpg [Update 3] I have worked on a old head stage:…
Ignore the fact that it's an MLP brony animation, that's not important. I've been animating for about 4, roughly 5 years, and I have always been trying to improve my skills and craft. I never asked for critique before because I always realize what I am lacking in, but at this point, I want outside opinions and thoughts. If…