It probably indicates i'm doomed as a character artist if I can't get proportions correct at this late stage. My previous character was aligned to the UDK skeleton, assuming UDK had gotten the proportions anatomically correct. Instead, UDK use the skeleton of A GORILLA it seems. For this character I used Vitruvian man,…
Hi, It's also pretty late for a reply but i had the same issue and the resetXform>SkinWrap didn't work. I was finally able to bypass the issue by using an old backup. On the backup, the Bones were correctly mirrored (don't know why because they were exactly the same). So i exported the skeleton and reimported it in my…
I've had nothing but trouble with cannonfodder, Crowbar is a much more stable application. The way I did it was to rip the .mdl with crowbar then load the .smd animation files into 3dsMax. Select all the bones and controllers and then Save out the animations as XML motion files. You have to do this one by one. After this I…
Well, if there's one rule for cloth in games, it is that "clothsim" isn't the obvious solution it may seem to be. Cloth in Fortnite is made with bones : https://youtu.be/Oe7fYS9qxmk?feature=shared&t=1276 More generally this kind of stuff is always more tricky to setup than what one would expect - so, never ever leave it…
Cool work! Skeletons are a nice touch! It took me a little while to realize what the spiral columns were though. At first I thought they were some kind of big plants of something. My brain might be too logical on this one, but I would expect those columns to be broken considering that the floor and ceiling (probably way…
Why does the programmer need all the animations in one file? The fact that the unity documentation suggests this is a good way to work (I have read this myself) is astounding imo. If you're working on a large scale game with more than one animator that is just completely unworkable. If it must be compiled into one…
For UT2003, you can find pre-animated skeletons that you can skin your own model to, but in general, yeah, you need an animator or two. But if you plan well enough you can just animate one skeleton and then skin your models to that and export without having to animate every character seperately. Or if you're using Biped in…
Hey guys, I have very basic knowledge of rigging, and I wanted to make sure I am doing this right. I typically create a very basic skeleton with the joint tool and then painstakingly paint the weights to achieve poses I want with a smooth bind. I have provided a pic of the current character I'm working on as well as the…
I believe you are correct, and this may have been a RTFM question, so my mistake in that regard. BUT using your advice I did refer to the Skin Modifier page on the Autodesk site, and it indicated a correction do this. I had to select the mesh with the skin modifier applied to it, scroll down to advanced parameters and turn…
The T-Pose is the preferred neutral pose, when it comes to animation retargeting. I guess when the joints have 90 degree angles compared to world orientation, it easier for the system to apply motion on skeletons with different joint axis, and rigging in general. But you absolutely dont have to (and shouldnt) use the…