Yeah it can suck that Unity is so reliant on plugins, then again some of the plugins have no equal in UE4 (haven't checked in awhile). Things like Final IK, Puppet Master, or any of the advanced ai assets like extreme ai or love/hate.
Decide for yourself if its worth. Autodesk has a bunch of videos online about new features. http://www.youtube.com/playlist?list=PLD6AF1E78C6779DF9&feature=plcp The only thing that seems worth upgrading are the Human IK enhancments
Hi guys, I looking for a senior rigging artist to do 5 characters for a short animation. Send me your portfolio and your rate. Charaters requires facial expression, IK/FK switch and clothes folds blend shapes. Thank you
Do you have the service packs installed? 2017 release had a bug with Transform Cache durring animation playback. It really only affected IK the way you demonstrate. Try updating and if that doesnt fix it google how to disable the transform cache in 2017.
Fix the three million bugs in skin. Make splineIK up vectors work properly. Put an IK/FK solver in. Put something in there that'll let you organise your referenced assets properly - the asset manager is shite.
nice stuff going on there. What stood a bit out was the last sequence with the guy and the tv. You should track your arcs, because you can see that the hands are animated in ik. They look a bit noisy in some situations.
That's called rig retargeting. And Maya has pretty good tools to do it. I think it uses the human IK rig though so that's something you could look into. If your characters share the same basemesh then yes, it's certainly possible. It's a very common pipeline at studios.
You can do it with a bone chain and a spline ik. I'm sure there are dozen of tuts on the web, but here's the page i used for animating a chainsaw once. http://developer.reallusion.com/whitepaper/Tank_Tracks/ Now if you want a dynamic setup with the chain adapting to the terrain, that's another story.
I actually like ravenslayer's overpaint. Why? Curves in all the right places. It still looks sufficiently stylized without pushing into the uncanny valley too much, especially those hands and feet, and oval eyes. ik vind die paint-over well goed.
June/July 2005. Not crazy old, but I haven't been doing this for nearly as long as you people . Made in Gmax. Ik had someone else render them for me, because Gmax couldn't. (I figured big images wouldn't be a problem in this thread? Hehe)