I would approach this by modeling the book closed. Then it will be easier to create your bone structure, since the pages are still in a straight line. To get the pages to deform like you have now, I'd create a spline IK and use the spline to do my animation. Tugging on one CV of the spline should give you that nice curve…
well i had the same idea. i was using it but when ever i scale the bones the ik control curve did not follow and i couldn't make it work and yea i think there's a better/ efficient way of doing it. Thanks for answering do you have any more ideas ? BTW your art looks really cool:poly142:
When i`m using bone system linking to IK chain i`m getting weird deformation as you can see down below: Actual reference line very smooth and object itself also have enough height segments, bones are in smooth transaction , i dont know what is the problem ? Thank you and Cheers
do they? physique seems like it's been abandoned for years in favor of skin, biped is quite usable but nowhere near human ik (r.i.p) and standard max bones are a viable option these days, too. use of CS nowadays seems to have more to do with people being familiar with the tool and too lazy/too uninformed about the benefits…
I ike the head and the arm but overall the sillhouette feels a little cluttered. The boots are very chunky and play-doh like compared to the rest and the chain feels out of place. You could also try to open up her neck area a bit. Right now it looks like she wouldn't be able to move her head at all.
no need to worry about skinning. IK and Controllers are useful for any kind of animation. you can use audio controllers to animate objects to music instead of hand keying for instance. skin modifier is very flexible however and is useful in many situations. you can bind mesh to any other object: bones, splines, other mesh…
Hi everyone, I'm working on a small project with my friend and we are looking for someone to rig our two completed characters. We'd like to base our rig off the Epic Games skeleton with a few particular elements needed such as a first person camera bone/and the weapon bones built into the rig. If you're interested, please…
I have a pose of a pilot that is seating in a chair. I don't actually need a FK animation, but the rig is controlled by Final IK. I exported the rig and mesh from 3ds max, and setting the rig as humanoid everything lines up correctly. However under the animations, my pose doesn't import correctly. The arms are not in the…
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We're currently seeking a highly experienced technical animator or animation team with experience building custom rigs and animations and implementing them in Unity and UE4. In the first instance, we are looking for applicants that can take a ready-built humanoid/dog character model and rig, animate and setup the character…