I need something like this: https://public.3.basecamp.com/p/8g988uvoRLkaWEohztiahgD2 You can ask the illustrator to create the girl at any pose you believe is great to animate. The game will have 7 girls, but first we will make a single paid experiment with your animation. To create the animation, use software…
Cheers for the input, as all feedback can be helpful. The arms were built around the Krall skeleton and are placed as the skeleton shows. I've taken a shot of my model over the Krall skeleton and my arms start and stop in the correct places. The Legs do look a little awkward and in places don't exactly fit the bones but…
Hi, Just as Skeleton Warrior this model was made for Flying Wild Hog last year. Actually he was created before the skeleton and was my 3rd character at all. Also it was first try to make proper PBR materials for metalness/roughness workflow. For me the biggest problem was to belive that what I see is black in PBR. I was…
There is an article on this website I used to get started on my own modular characters. Google "modular character system" and look for the polycount thread. It's probably archived in the rigging section of the wiki as well. It goes really in depth. For my own system, yes I have all pieces rigged to a single skeleton in a…
Aston, I am going to be overly harsh here. Its not looking spectacular. You are learning and listening to crits which is good. Do not perceive anatomy. look at it! A few people have mentioned the skeleton. Listen to them its the most important part. Find the bony points of the skeleton and build muscle off of that. I.e.…
Hi Polycount, I've been having some really annoying problems with a skeletal mesh I've been importing for a game I'm making for a project. We're using the August 2010 release of UDK. I've been having some normal issues upon importing with my mesh shown below: http://thegreatminky.deviantart.com/art/Turret-202577625 So the…
Hey fellas I could use some help with getting my character into udk. I am a rigging & unreal script noob here. I have searched all over. I want to use my character with the UDK animations. I rigged my guy in Maya 2012 using the HumanIK Skeleton Generator. 1. Is this wrong. If there is a skeleton for Maya that works…
you won't need to recompress future animations for the same skeleton. AnimRotationOnly means to throw away the translate-information of the bone. This is useful to reduce the memory footprint of animations, as most bones in a human skeleton only rotate. In your current rig there is propably a joint at the world-origin,…
While I'm working on this I have some concerns I've never been able to address. I do all my work in 3DS Max and rarely bring my models into engines or anything so I don't have much experience with this, but if I wanted to make this model customizable to an extent, say like 2-4 tails and ears or various hair styles, how do…
Hi everyone, I've taken on doing a rig that's to go into a games engine, I'm following along with a games tutorial, but he's made no mention of an origin joint which I know i need. I was wondering how this will combine later on with my IK and FK joints. In my head i'm thinking I need to create a bind skeleton which is what…