Sorry for the slow reply Armagon, it's been all go recently. I'm using the F/Rinterps nodes for most of the interpolating. Also using IK for foot adjustment and hand placement onto interaction items etc. I also did a first pass foot IK that clamps feet in place to reduce foot sliding that has shown promise. We're currently…
Added in more oscillation for more verity in the movements. I'm pushing for a more classic 2d looping look to everything. The whole world has to look like it's on a beat. Metal Slug is a good example of "the beat" look. The control rig allows a procedural method to programming the animation for the game. To make the…
You could do a similar workflow as blending a FK/IK rig. Have a bone system that you animate on top of biped and have another set of bones that are constrained between the biped and the other animated bones. Add a custom attribute and wire parameters the weights to the custom attribute.
Why do you want to match the orientations of the joints and the controls? While the joints orientations may have their own requirements, the controls orientation should be chosen for the comfort of the animator. I never had any problems with flipping orientconstriants in a simple setup like ik-fk switching.
Mafia 2 is what i look forward to most in 2010... and whatever VALVe puts out. If M2 is going to be delayed, that means more polish maybe, which is good, maybe they will fix the issues that annoyed me the most in gameplay vids (somewhat dodgy animation/no IK etc).
Nope, don't have experience with IK and FK rigs inside Unity unfortunately. I do remember though quite a few Asset Store items for that type of animation, maybe worth checking. Also, did you tried does Mecanim has options you need?
I really like the direction you took with this guy. The animation is silky smooth! :) I hope you don't mind a non-animator feedback but the little movement of the left knee at the end of the animation looks a bit like an IK glitch at first. Might just be me though.
I ran into a rigging snafu I've never seen before and I could really use some help. I am trying to set up a pole vector on an IK Arm I am creating. The model was *not modeled in T-Pose so the bone for the arm travels through multiple planes. Obviously this makes making a pole vector difficult, but I found a workaround that…
Hello all! Im making a robot who has an upper and lower elbow. I have successfully created an ikfk blend and have been able to get the fk to snap correctly to my ik. However when snapping the ik to the fk, I can only get the wrist to match positions. I used the upper elbow as my pole vector but i think i might need to use…
Hello All, We are looking for a 3D character animator for an Unreal Engine 4 game project who have experience with re-targeting using Human IK to re-target animations to our player characters, modify and create new animations. Please send me a private message if you are interested with your portfolio and rates. Thanks.