[ QUOTE ] I'm doing some animations recently and run into Bones doing unpredictable flips and rotations. For example the right arm starts at relaxed position at the side of the body, reaches up and touches the left ear. Then return to original position. There are no IK solvers, strictly FK. Standard arm structure with…
well yeah i know, but you cannot rig everything using only biped and also im not sure but biped might not be compatible with all stuff, bones are compatible with almost all programs and engines. And im also asking because of curiosity... because as far as i understand it, all the IK chains, control rigs and restrains in…
Hows this, twist bone parented to hand with IK chain setup to forearm bone. Copy rotation getting local Y value from hand at 0.5 and hand and twist bone set to Euler YXZ to evaluate Y first https://dl.dropboxusercontent.com/u/1693140/Arm_multi_bone.blend (Initial rig/model is not mine, found it on blend swap or a forum…
I'll try and explain how I've got it setup, Before I get into it, I'm open to changing everything I've done in search of a better solution. So, I'm currently working on the smaller heads that will connect to the main head. I want to be able to contain each head rig in its own module, which will be connected to the main…
I just solved my problem. For the sake of any other noobs who might find the solution useful (because I know that googling solutions from forums often don't include a solution): The spine's IK spline curve was parented to the controls group. This meant that any transforms to the global control doubled the transforms on the…
Nice trailer, looking forward to this. :) Obviously, I mean I really doubt Bungie would be able to attract any decent character designers so it makes sense. It's nice that there is someone edgy ike you to point it out for them though. (Yes it's just you. It achieves its goals incredibly well. You may not like it on a…
Thanks I apoligize for the confusion as I am at a begineers level. I shall look up the Tatoo program thanks. i really only know what Unreal turtorials and a few online turtorials teach me sorry. To ebagg: I am like moderatly proficint with PS I even choose a baby as an avatar because thats ike my expierence level
yeah this would be a good option, but i tend to work low to high because i prefer baking in zbrush for characters. the other reason i think i'm favoring the low poly's is i'm very crude with animation, and have yet to get locators, fk/ik to work properly, so much i might actually import these models into max to use with…
what kind of animation? IK solver based, vertex animation or primitive transformation. Maybe tell us what you need it for and better suggestions could be made. just on a sidenote: in 3dsmax you can even animate UV-coordinates of the texture vertex positions (UV and W). But I am not aware of any file format that exports it…
Like a skipping motion or cap motion or the usual arms and shoulders moving in a circular motion back and forth. I did do the pin like you said and also have the IK "T" and "R" at 100% like the legs do by default. Is that what you are doing or are you just pinning the translate and rotation? Here are my settings whenever I…