I'm sure there are FK uses I'm not thinking of. I'm so attached to IK that I'd rather find a way to use that instead (like a Child Of constraint to let the IK target be parented to the calf on some frames, for instance). But about engine support, you bake the transform of bones into FK keyframes (you sample the bone…
There was a thread here regarding the issue. Sorry don't have a link. Someone suggested Vray and Arnold could do it in Max but not directly, using special override shaders. From what I did personally : Modo can do it if you kill padding ( did it years ago and it's kind of shady now how I did it exactly but it definitely…
The course I did was very well structured and enabled you to 'grow' into the role you would want to be. The first year was mainly an introduction to core elements, 2D,3D,animation and design, which was then supported by the written assignments which were targeted towards the industry and professionalism. The second and…
Looking good, man. I'm enjoying following this thread. Are you targeting the style of some of the reference posted here? Not just in paint, but also in your geometry? What you have is great. It feels in the vein of something along the lines of 'Fable' to me at the moment. If you wanted to bring even more stylization…
I'd say you've got too many edge loops. Ideally you should only have geo where your trying to retain a silhouette or need poly's for low poly deformation (animation). So depending on our target platform and the character in question you might be fine as is (although a bit on the heavy side), or if mobile....I'd say your…
4.13 added limited support for Alembic vertex animation but creating a rig in Max is the way to go. Aside from Alembic UE needs a rig with a single root bone hierarchy whether it's a swinging door or a player character. You can create one quite easily using CAT(as the hierarchy is already established) Just create a bone…
well there are things I certainly like about the process, but I think I need to look at various things in my pipeline. it may be just a case of overthinking certain aspects or even just adjusting the way i work a bit rather than just giving up on it. i am improving on the actual sculpting side, it's getting an end result…
72 new announced studios formed in 2012 and 2013. 5 in Australia, 6 in Canada, 24 in Europe, and 26 in the US. 5 studios didn't list locations. 28 of the 72 are existing studios creating new branches, and the remaining 44 are brand new unaffiliated startups. Only 39 of them announced what platforms they're targeting.…
I do the UV's first, how I UV depends on the target engine, and if needed I split UV's where I need a smoothing group split, but just in general try to get away with the least amount of UV splits. And then afterwards I just run a UV shells to smoothing groups script. And the bake is indeed just a exploded bake, I try to…
If you want to add something to your mesh, just merge two objects together and press dynamesh again. Dynamesh is reprojecting details on remesh so you shouldn't lose any details. Polygroups can be used in many different ways. Most common is easy selecting of mesh parts. You can also Crease polygroups to have subdivisions…