shame that some of the characters were majorly changed in the game from your concepts. Your half naked robo cat lady is more awesome then the three quarters naked brunette chick in the screenshots.
Hey Blueblur, thanks for your input. Yeah, for the hair I envisonned something like pink hair with black roots. I don't have any tattoo idea yet but that could be a possibility.
Quick hack fix without looking at the rig. Since its the root body node you want to rotate around freely why not link it a non-renderable object that doesn't have constraints?
Working on this original concept. Planning on doing a semi-realistic version. Feathers I'm going to place cards, and generate the feathers in substance designer, and probably paint a gradient in the emissive map to make the glow at the roots. Thinking about rendering in UE5 for the emissive lighting
If static mesh: it's likely that you accidentally set the first key of the object to be translated down on the z axis. if skeletal mesh: If it's a skeletal mesh, make sure the root is placed at the bottom/center of the object.
You could always go the Shadow of the Colossus root http://wiki.polycount.com/HairTechnique?action=AttachFile&do=view&target=making_of_sotc.pdf as what you're pretty much doing is a derivative of a hair technique
I also have the same problem with photoshop cc. All the files are in the right place in the photoshop folder. I do have a custom photoshop folder that is in my C: root, if that makes a difference.
If you're using mecanim you might need to set the root transform rotation options for the animation. Try turning on bake into pose and set the offset so that the average angular y speed is 0.
niiice - i really like the way you're utilizing your texture space - efficient and clean. i really like roots on your mushroom thing! - cthulhu anyone?? :D cheers f.
I found out that it's a lot easier when I put single bone as a root of the whole setup, export it with FBX and import it to UDK. Then it works :) . I guess it's some kind of a trick.. Thanks!