Looks rigid/stiff in quite a few parts, tip of the tail seems completely static and the antennae things look like they're controlled through IK rather than the fluidity of doing them through FK
Create a spline IK bone chain, orient then parent the boxes to the bones. This'll give you a neat spine rig with a twist controller. If this means nothing to you I can do a quick vid to describe it
I haven't used CS in a while, but I never remember the copy/paste pose tools being almost unusable. In fact, that was always one of the best features of using Biped. That, and the combo IK/FK limbs.
i rly enjoy that slardar weapon! plz do it! but i have to take ikes point for the alchi weapon. it doesnt matter if the shape and the colorsheme are different - the base idea is the same, and volvo wont add another same idea for like 99,99% :( greetz
Hey There, i've finally finished the rigging/skinning part using human IK in maya. i did some poses and rendered it in marmoset. I'll try to find some time to make some animations of him later, but for now i call it done.
It lacks IK/FK blending. Needs some kind of spine control and it would be great but not necessary if the head had Look At functionality. If you really wanted to get tricky it would be awesome if the eyes had independent Look At controls also. But seriously... these are rigs: These are not:
http://www.3dtotal.com/team/Tutorials_3/U_Joint_tutorial/u_joint_01.asp You can replace the dummies with actual bones if you need to but the key is using the look at constraints. You can also play around with the settings for each bone in Hierarchy tab > IK
Yep, possible. There are some art import tools that recently received animation support for IK chains. They're not the official tools but they work ok if you're really itchin to get stuff in the engine. http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/
this is a fairly broad question. Simply put you can use the connect joint tool under the skeleton menu, but i think you might benefit from a general overview of creating an entire skeleton with ik http://poly-face.com/Maya_Tutorial_3D_Character_Rigging_-_Setting_Up_The_Skeleton_part_1
The behavior of your rig (given the circumstances) is actually normal. What I can suggest is either reevaluate the weights or have a connection setting where when you move the chest, the shoulder also moves. Currently, shoulder stays put because of the IK.