Ahh, ok that helps a lot already, thanks! However I doubt the Blender exporter supports exporting only certain bones Hmm, but wouldn't you still need a complete skeleton with one root bone, as opposed to individual foot rig setups (with their own root and only connected to the main rig via constrains) as often seen with…
That works, there are a bunch of different ways to come at this. Keep in mind if this was for real time by linking the biped to a dummy you created a new root bone. Which could fubar exporting or throw off whatever engine because its looking for a specific name or number of bones. I personally would adjust the Z curve for…
You can change the scale of all the joints in the scene with Display > Animation > Joints Size. Or you can change the Radius attribute of a single joint to resize it individually. Non-zero rotations is just what it sounds like. You have been rotating your joints and therefor Maya can't orient them for you. A quick way to…
I exported my whole scene from UDK as a obj. Then imported into Zbrush and put the ZSpheres where I would want the roots to wrap around. The texture is a tiling texture out of Zbrush. The smaller roots were made from extruding from a cube in Maya then smoothing once. I had to reduce some by hand. But all in all that worked…
I've been to Medieval Times! How long can this thread remain derailed from negative thoughts as a discussion of how generally awesome medieval combat is? I'm rooting for this interesting conversation to carry on, just like I was rooting for the black and white knight, who came in second place to that poisonous scoundrel,…
ironically the most complex object is in the back ground. there fore the thing u put the most work in wont be looked at with as much scrutiny as simple things like grass blades. and foliage right next to the camera. What ever is wrong with the building in the back ground can wait. you need to concentrate on your…
I don't think it's quite identical to the method he uses, but if you have your parts saved out somewhere as .emdl files (export them while doing a render region for a thumbnail) then you can either hit 5 to open the browser and navigate to your kitbash directory (the broswer window can be kept open and moved to another…
Very cool amazing work. Note all those roots hanging outside the building, well I expect to see a huge tree portuding out of the side of the building. Also why are those roots like that? do you have refference? because I expect to see them shooting out like that then going into the ground.…
Outer: The general reason for having a dummy as the skeleton root with zeroed transforms is so the entire body can be animated while having a static point of reference in the scene and exported animations. So you can animate a "flailing falling backwards" animation or somesuch, and the character will always fall backwards…
http://www.nvidia.com/object/linux_nforce_1.0-0292.html What is wrong with this explaination, have you tried it that way? (to get root previleges type "su" and then your root password in a console window.) If you need to install the kernel source, open your RPM manager and install them from your Linux CD. Not sure though…