Just an update on my rig. As well as getting him into engine and looking pretty. It seemed to me a good Idea to present him in more than just an a-pose. Here is a test anim for the rig I have skinned him to. It rolls through some shaders in max - sorry about that! [ame="…
Not sure what engine you're doing this for, but you might try and set up some helper bones, either procedural or not. Usually when im doing characters with armor, i tend to treat that sort of thing as almost a separate character and build in special rigging considerations for it. I'm not sure how easy it is to do in Max,…
[ QUOTE ] Looking really good, are you going to be rigging it for animation after? I'd be interested to see how you will be handling the joints like the elbows and knees (especially the elbows as it doesnt look like you would not get much movement there at the moment but I could be wrong) [/ QUOTE ] i dont know how to…
I started looking in to making a bunch of glass containers. With all the references I gathered and looking at the scene, I feel like there's going to be a lot of different bottles, jars, vials, etc. The more variation the better; different silhouettes, sizes and such will help make the scene feel busy. But I really didn't…
Hey Everyone. So I'm working on a presentation to present at a local convention like anime, sci-fi, games, an overall general convention of entertainment. I wanted to give a presentation at one of them about being a Game Developer and Animator for those who have an interest in the Game Industry. The audience would range…
There is no reason you can't learn both, but start at modeling first. Once you model something, rig it and animate it. Learning what works and doesn't work with rigging and animation will also make you a much better content artist. You can go create the most badass character ever but if the animators and riggers want to…
I did a custom mel script to rig the wheels on my vehicle. Finding the algorithm was easy, the struggle was applying the mathematical formula to mel script and then get it working on all 3 X,Y,Z Axis. I may do a vlog going into detail about the problems the other youtube tutorials gave. But here is a demo of what my rig is…
The shadows in the standard mesh preview window are the stencil like ones that you are talking about - having hard edges and shading across the full polygons. If you give the character a quick rig and import the character as an ACTORX object into the animation preview window you will get all the soft shadow loveliness you…
Quasar: It was added as a rendering option long after the character models were skinned and rigged. Since they were rigged with standard linear blending in mind, there's not a huge amount of noticeable improvement from using the dual quaternion set, since the meshes were designed not to collapse when deforming anyway. The…
I did a test with this barbarian guy using his axe as a pogostick to bounce around. Is there anything that sticks out as distracting/doesn't feel right? To take this further, I'm debating between just a simple loop of him bouncing back and forth vs having him swing the axe, then step on it and bounce. Which of these ideas…