Another quick update: - rigging test. The problems I've found might not be solvable without great reconstruction, so some of those I might end up not solving, because I'me a little busy for now. Most of these problems are due to the low resolution of the model and some problems with the anatomy. The main rig includes: -…
I've been beating my head against this for a few days, and I've been having trouble finding help on it. Hopefully one of you knows what's up. I'm trying to rig a Walschaerts valve gear, which looks like this: I've got a lot of it working, but I can't figure out how to get the combination lever (the mostly vertical bar…
There's some strangeness happening above the knees when they bend, and an unnatural lump in the models forehead. There's not much to see or say here with that animation, but it looks like you aren't using any IK for the rig?
Added is the upgrade v03 of the Ekko rig. It includes a read-me for UI setup for mirroring and IK-FK swapping. Have a good one and happy holidays! https://drive.google.com/open?id=11xK_Tzm5QywGpd69MrBGAIAGiDNiZRWG
One of our Animators is working on implementing the IK movements into the animations this week. We're also researching other Kickstarted projects like ours to see how they did it. Still looking for more people :)
Also, did you have bad surprises with two-handed weapons? I could parent constrain the main hand to the prop, but couldn't constrain the prop to lead the other Ik following hand.
Yeah, they did an amazing amount of tech and artistry in this game. Here's an interview (originally in Japanese) about some of the tech, including info about the Colossus' and Argo IK... http://wiki.polycount.com/wiki/File:Making_of_sotc.pdf
So I recently made a rig where the forearm's rotation is driven by the rotation of the wrist. I used the expression editor and used an expression like: L_forearm.rotateX = L_wrist.rotateX / 2; It seems to have work to some extent, as it produces seemingly correct results 80% of the time. To note, I use an IK solver is…
Morning everyone, I'm fairly new to 3D modelling and right now I'm practicing rigging and so far I've been doing well, but I'm stuck with this particular problem. I'm trying to make a rig behave like a goat leg, and I really can't get it working the way I want, and I suspect the problem can be solved easily through the use…
I need to scale an entire scene down in max 2009 from 0,0,0. Usually this wouldn't be a big deal, but there are skinned and animated objects in it with IK solvers and the like. Need to do this with multiple files without breaking anything. Ideas?