@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…
What I've done with some custom rigs in the past Is build a library of keyed poses past 0. -1 is the bind pose -10 walking root pose -20 running root pose Then whenever I need that pose I copy the keys. If its just a default pose like figure mode. Select the bones, Alt-Right Click and choose "Set Skin Pose". Then you will…
I agree with everything you said Farfarer. Volume preservation is very important indeed. I've seen that in most of the later games, the arm bends are not nearly as badly overlapped/clipped. The only rigging issue I saw in Tomb Raider for instance was in a scene where Lara is hanging by her feet while having to shoot down…
Hi guys, nice to start to be a part of this community, and happy to meet you all. I'm Beniamino Valentini, not yet a professional animator but a "wanttobeone" o:) I'm italian, 34 years old and fresh out from the second games workshop at iAnimate. I live in Germany since I moved here for working in Adidas as assitant 3D…
Disco Stu asked that bevore. I am not shure, I got no experiance in sculpring so I think I do not aim for a sculptable mesh. I guess i try to make a good basemesh that is ready for subD modelling to add details, yet I want to maintain it rig-able. I once aggain created edgeloops that are needed at oen point bunt run over…
I thought that is what you meant under export yes group was selected. it still made one mesh unless I split into sub tools, and then it did the same thing left the same lines.. didn't matter. I also looked for this under FBX format. only thing I seen for polygroups is setting it to selection sets, materials etc.. guess I…
I am honestly pretty stoked for that to drop, despite the knowledge that it's fake. I just hope its not another one of those choppy, ghetto-rigged, plastic fakes that have popped up in the past. If he's gotten a team of artists together to really make a cg trailer, than I am super excited to see that... As far as co-op…
Holy crap! Thanks for all the kind words guys! Really appreciate em. Also I'm glad you guys are enjoying the streams, and even learning some things despite my joking and antics :) @EiGHT - I used a regular biped in max to rig the arms, then moved lots of verts around, kinda messy but it works :D @texelion - I did sharpen,…