@Drav cheers mate, you're welcome. @fuzzzzzz no problem mate. :) Day 3 - In-Engine(UE4) With everything finally finished it's time to bring the assets into UE4, a very smooth process in comparison to years past. ;) It's just a matter of exporting the mesh and bone hierarchy(no controllers/helpers/constraints/etc), with…
I will keep it self-contained in my thread here. I wanted to get back into the trenches of CG forums and get input, but forums have gone the way of the DoDo Bird, sorry to have intruded, just wanted your valuable input and perspective. Enjoy the rest of your weekend.
You assign a link constraint to the main transform attribute in either the curve editor or the motion panel. This is mostly used only in 3dsmax, if you plan to export the animation you have do a bunch of low end animation baking and object snapping, its a pain in the ass. But if you're just using max, link constraint. 1)…
Overclockin Studios is a London-based creative agency specializing in visual content for the NewSpace and aerospace industry. We create cinematic animations, interactive demonstrations, and visual communication tools that help aerospace companies explain complex technology to investors, partners, and stakeholders.…
I need to make a quick animation for my class literally due tomorrow, and something I'm really struggling on is animating the wheels. I am natively a blender user, so what I'm used to is, having a constraint that allows the wheels to automatically move with the body of the car. In Maya I used an expression to do something…
So there was this tool in max which was for the win like every 2 seconds in the uv editor. It was basically a 4 point lattice on your selected uv's pretty much the same thing as in photoshop when you hit ctrl t and then you can constrain scale your selection using a specific edge as the anchor. Anyone seen this is maya?…
im pretty sure it will only work with verts. i did this a while back. i had to download a script off of highend called rivet or polyvertexconstraint. what it did, was constrain a locator to a vertex. from there, you could point and orient constrain a joint to a locator, then bake that down. then re-weight your object using…
Hey everyone, I'm having an issue... I have to export a character in fbx, he has a joint-chain constrained to his back. But the root of this is staying to 0 because the constrain is applied to a nurb curve controller on top of it. Any tips to make it follow nicely for the export?
Well then since it's only for a portfolio and not for a specific game, I would do away with tech constraints entirely and suggest just focusing on making it look as good as possible. That's the biggest hurdle, by far, for any artist to get work in game development. The tech can be taught fairly easily, the aesthetics are…
Its not maya but i gave it a quick try in xsi... I did it with 2 seperate direction/look-at constraints. The constraint for the base of the turret follows a null which gets its x and z transforms from the "target" but always stays in 0 on y so the turret not rotates upward. You will need to basic expressions to get the…