Yea IK or Ribbon-IK ,they're pretty much the same. you say tomato i say tomato but really, same-same =) The key difference is in process and how you build the control rig that drives the final skeleton. Each way will cause you to design and build your rig in specific ways, which will help and hurt you in slightly different…
Comments: @Jessica: I like your fluffy cow and yes Im working like a mad man! >< @Jackablade: Yeah Im still not sure what Im going to do about that yet, most likely am going to do what you suggested. ;) @Jeremiah: haha yeah the pink tree was just for fun. Thanks. @MadnessImport: Thanks so much, I hope so too! btw do you…
What pior had to say about starting at the end is really useful, and would be a great time saver. Apart from that, the way I deal with a complex model is to break it up into as many pats as I need for sculpting. The model below is made up of 16 subtools. Im only interested in game models so I have to make a low poly…
Hey i'm new to rigging and i was wondering how i should go about rigging this. The character is build up off a lot of seperate pieces. I already made a skeleton and i know that i have to skin my mesh to my skeleton now but i have no idea what is a good way to do this. Should i combine the all the pieces into one mesh or…
Paragon characters won't export to a mesh + skeleton when I save them out as an FBX. the file contains only the skeleton. for textures the asset export option is not even showing - at least for the few character archives I've downloaded. i read that as a workaround you can bake out textures via a blueprint but I'm just…
Awesome Neox! Im glad you have the outlines finally working and its looking great! :) Im working on hands...various hands: The not yet colored old hand and skeleton hand and the others without colorized: The skeleton hand needs some more work They are for my UT3 egyptian Warlord FPV Arms and his fancy effect:…
Because there was a lack of tutorials showing how to properly export skeletons and animations from Blender and importing to UE4, I made one myself and posted in on YouTube. I suspect all of you would like to skip to 8m where the exporting starts. Before that I show how to export from MakeHuman, importing in Blender and me…
Maybe the 2nd skeleton I did I twisted into 3-d like that example there, where I imagined it in a victorian era museum on a postcard or something. I'll probably revisit the museum theme once I'm 'done' with the current skeletons, of which I don't have many more left. I've also done some actual 3-d imaginings of some of the…
generally all you can transfer with openly available formats like FBX is bones and vertex weights, not control rigs or app specific functionality. if you export to a game engine then the animation done with those gets baked down to the bones they influence. a lot of rigs use multiple layers of skeletons and controls where…
I tried to freeze transform on everything(skeleton and controls) and i get this error: // Error: line 0: Freeze Transform was not applied because Build2_0_11_Squirrel_root.translateX has incoming connection. // When building the skeleton I did have trouble freezing the positions, but I continued rigging and adding controls…