thanks everyone for the whole feedback, my biggest concern is about what would be ideal for game developping, do they use their own algorithm to bend the skin on their bones, do they rely on a lot of bones for the twists, do they compile models with base on some advanced pluggin with skin sliding?... But I guess that is…
We are building an immersive VR shooter game and are looking for 3 key team members to join us on-site in Ankara for a 1+1 year development cycle. We’re offering accommodation and meals covered—all you need to bring is your skill, passion, and drive. Open Positions: We’re looking for individuals with experience in one or…
We are building an immersive VR shooter game and are looking for 3 key team members to join us on-site in Ankara for a 1+1 year development cycle. We’re offering accommodation and meals covered—all you need to bring is your skill, passion, and drive. Open Positions: We’re looking for individuals with experience in one or…
Hi all! I'm developing a game on unity with a team (at least trying ^^ ) and i modelled and rigged a tank and his traks in Maya. I rigged all the trak parts with bones and using an IK Spline Handle attached to a motion path to costrain it. It works, i can make the track moves animating the U value of the motion path. The…
Hey folks! Been a while. Figured I should update this. Over christmas I had some free time, and experimented with this project a bit more. I finally got realtime leg IK working more or less properly, but more interestingly, I tried modifying UE4's renderer to add a custom stylized toon shading model. Turns out that while…
There are a few things you could do. First off, did you use IK keys (planted keys) on the feet at one point? Maybe when making the idle poses? If you re-export those animations as "Key Per Frame" it should bake the IK and get rid of the problem. If that doesn't work you can do a few other things. 1) Go back to the "good…
oh my goodness if you got a subwoofer you are welcome: https://www.youtube.com/watch?v=DSQxBU8jtN0 this charges me up! couple days gone by so new up. edit: more up beat more "musical", with words: https://youtu.be/pvnjVI4ZZPA?si=rtd7CMKzV30CtLRz "soul" muse-ik https://www.youtube.com/watch?v=RymbXa3sdT8
I think I understand better now what you're after. There are two issues here: 1) Unreal \ Unity or some other game engine uses the movement of the root bone to move the character. 2) Animating using the root bone is unintuitive and makes it difficult to align things like feet. You want to animate like in that second video…
I haven't touched this thread in over a year since last CNY, but here's a couple updates on what I've been doing. Pre TI4 other than doing an awful TA set for Alliance I was mainly messing around with singles and did a couple sets with some new artists in the workshop scene, Fudgie and Arty. Shadow Demon crab back I did…
I think that vertex colors is a viable solution for certain game styles. If you don't use lightmaps in Unity or Unreal I don't really see a need to UV unwrap the model anyways and both engines I believe can auto generate lightmap uvs. If you UV unwrap a model without any intent on using textures I believe you would just be…