U was watching many videos and courses where people start directly in Zbrush, either they do character for games or movies or tv, they do in Zbrush. Some of them start with Maya and continue with Zbrush, and then back to Maya. May i ask. why people start with Zbrush and someone start with Maya? Does studios, want from you…
Hello. I'm in the process of making animations for a game engine. Animations for it require a specific rotation order for each bone. I prepared my rig in maya 2015 with the correct rotation order, animated it and now I'm stuck trying to get it into a bvh. I tried a bvh exporter script that a friend supplied me with, but it…
WORLD MACHINE TUTORIAL Anatomy of World Machine Nodes Heres a quick description of how a World Machine node works so that this tutorial can make sense. Basically a node is just a box you plug something into and get something new out of based on the calculations of the node you used. Some nodes have an option for providing…
Survivor is a new project at the moment being developed by me (I'm the programmer, 3D Animator, Rigger, and main leader of the development team who does 90% of all the work) And RisingSoulGames(Our dev team) Survivor is an Island Sandbox Survival RPG Featuring: * True First Person Motion Using the True First Person…
i think you could do a little better closing those big gaps here and there. but its on a good way. what i think atm is the oddest is the hair.the mesh is a mix of a handmade lowpoly on the front part and a very very dense zremesh for the back? for one i think the loops look pretty crazy and not great for rigging (depends…
Hey man, thanks for the input. I am not too concerned about the model pose and how it would affect a rig, as I am not planning on rigging it anyway. I might just do the legs in a more neutral position and twist 'em afterwards again. For the arms/hands being in that position.. I'll have to do some tests and how it will…
I hear ya I've been working on this solution since switching over to Maya. Grappling with Melscript since day 1 has been a huge learning curve. But, thanks to the Technical forum here, I've managed to carve out a large chunk of it. It's far from perfect, but I'm hoping by next year I'll have everything wrapped up in a nice…
@Scruples : this is a confusion between rigging and skin weighting. Rigging (= building a control rig) is completely independent from the skin weighting of the actual geometry/topology. But then again there's no way to precisely know what the OP actually meant, so that's anyone's guess really :) Regardless - creating some…
Thanks for the comments guys :) Supa: the facialpose itself does a lot, i sculpted it in the beginning with more of the facialpose from the concept but since i wanted to have proper loops in there so i could eventually rig it i decided to go for a neutral face. I also tried to go for the eyes half shut mouth halfway open…
Darn chains took forever to figureout how to rig Argh! Ok, this is not a final pose (or rig for that matter) but I thought I would show my progress thus far. I rigged both characters and I linked them together with chains. I finished the angel, but, I think she is in desperate need of specular maps and bump maps. If I have…