It's basically modular construction, with some additional limits to help it attach to another rig (the player). The techniques vary a lot depending on the engine, and the needs of the particular game style. We have some modular stuff in the wiki, but not much about rigs I think. There might be some whitepapers around that…
I have decided to base my character off of a cute fairy type! One downside is that i haven't been able to get hold of a suitable rig for it! This means that i will be adapting an existing rig. I will be using the body mechanics rig Jill and will be giving her my own set of wings that im currently making out of a plane.
hi there I want to know if there is maybe a easy bone rigging program, easy learning curve ect. So far i have seen modo can take bone rigs, so if i can rig a model in a program, bring it back to modo, ill have one program handing the same mesh it was created in and using a bone structure.
Design Process Did some digging and found my design process sketches I made for the initial design. Just added some explanation to the different stages. Initial design sketches. And here's how I built upon the initial design, adding functional details and refining the overall shape. Re-sketch of the initial design (top…
A few days ago, I decided to put together a submission for the current Pwnisher challenge. The goal is to create a sequence inspired by the final fight sequence in "Dune: Part 2". The main Fremen character will be vaulting over a stabbed Sardaukar in the middle of falling. I've never attempted anything of this scale…
So it's not just about being able to lift yourself up over the requirements bar, you need to bring something that other people aren't and you need to add to their overall skill set, not just plug into it and becoming a smooth unremarkable part of the wall. If they say "you need to be able to do a chin up" you show up with…
argh, you have to do real rigging if you want something done right. a mocap skeleton, a bind skeleton, and an offset skeleton. I have a friend make me skeletons/rigs that I bind and use. Bake everything down to the bind skeleton and you're done... Here’s the rigging environment my friend recommends…
You mean this script maybe? http://www.scriptspot.com/3ds-max/scripts/fumefx-rgb-light-rig It's not hard to setup the lighting rig manually. Here's an old tutorial for Max that shows the rig: http://www.bencloward.com/tutorials_normal_maps11.shtml With some renderers you're able to set up a normal map render element, also…
newest core is not equal best or most efficient core... xsi is in big troubbles cause of two reasons... to thight mental ray integration and ice is trapped as operator in a stack based core... to update mental ray to get close to the stand alone version it would take to much work each release.. to fix this issue you have…