Thanks, Jon. I'll try that out later. Sword Also, quick rigging question: The hair, as you can see, is made up of several objects. How do you think I should rig it for maximum dynamic... ness?
No its the low poly but it still needs optimising for animation/rigging, hopefully I can rig it quickly with biped or maybe I will be stuck with rubbish zbrush traspose. The base mesh for deadpool was only like 64 polys or something lol.
The title is true. Assigning weights to free rigs in skinning practice. I can't seem to get the weights to work on the hat in the image. What I am having trouble with is assigning weights to each joint in a nice gradient. I was able to assign the weights to one joint at a time. For each joint, we have to select a vertex…
Right Now Blocking out the pose , trying out different methods , First Method - Directly posing it in Zbrush Via Zspheres , The difficulty i found with this method is rotating the hip Joint , it does do rotation for upper part of the body but i don't know why it does't respond well for the lower part of the body . I wished…
edit:... OK I reread again and what I am taking from Valve's comments now is that: They animate their courier on the forward movement distance (so the feet aren't skating). Then they 'motion extract' (ie: delete) the forward movement of the root bone. So the forward movement is all code, just animated for better looking…
Your rig pose and skin pose can be different, they don't need to match. So you can rig in a T but once the rigging is done you can deform it into the A-Pose and skin your mesh. sometimes it is easier to model in an T-pose too, but after the hands and arms are done deform it into a A pose so you can work on the shoulders.…
Well, I don't think that SpringMagic is the best tool for this job. Approach 1: In max you'd probably achieve better results using MassFX physics, though you'd have to rig the whole chain with physics constraints, which, without scripting, would be really hard. I think there is something like MassFX Toolbox or something…
Goddamn... those animations! Buddy, do you have any good resource you could share for rigging mechanical models? Tutorials, articles etc. I'd pay for a good tutorial going in depth about rigging these things...
heres the vid to naughty dogs rig setup on the last of us. great insights as mentioned :) [ame=" https://www.youtube.com/watch?v=myZcUvU8YWc"]Judd Simantov on character rigging and modeling in Naughty Dog's The Last of Us - YouTube[/ame]
Hi! I recorded some animations with xsense technology. Rig of my characer and the mocap rig are different – the xsense mocap has spine straight like a line. It makes some glitches after retargeting with constraints "copy rotation". Are there some fast methods or plugins that help to deal with that without using NLA?