I am pretty sure we have to use 3ds Max to do the animations not maya. Also what do you mean by adding additional joints with an IK solver. I have just been taught Biped and skinning and that's about it so any extra information would be greatly appreciated
Yeah, boned quads work fine; Mika Mobile uses that approach for their iPhone games. A lot of 2D animation packages have skeletal animation as well, some with support for IK and whatnot. Flash and Anime Studio are just two of the numerous packages I've seen that have skeletal animation support built in.
I was going to say in Unity I also animate the Root controller, generally do a loop and then time the translation. Unity has built in Foot IK as well so that helps make the cycle look even better. When doing a piece directly in Maya I don't use the root controller.
If I was the Autodesk licensing department I would probably add IK / better animation support only after the switch to rental-only licenses. That way people would be forced to jump on the subscription bandwagon. This will probably happen because, let's face it, Autodesk is a terrible company.
When you have your model already rigged with Biped or CAT, you can import your skinned mesh with the skeleton to Maya. There are characterization presets in human IK fot CAT and Biped njoint naming conventions, however, characterizing a custom skeleton is very easy
@ike: thanks! yeh, I will have to discuss that further with Nikey later. @PrivateRowan: thank you! I am proud to announce an Anti-Mage set that Andrey, Rodion, and I have been working on for the past month! http://steamcommunity.com/workshop/filedetails/?id=499777414
A character I did a while back, from my own concept. I built him a rig, but never finished skinning and I noticed the Ik/Fk switch is now messed up. Really hope to finish it one day although I am mainly focused on creating environment art now.
Hi guys, If anyone is interested in animation or looking for a good body mechanics rig then this might be of interest. https://gum.co/deerAnimRig It features low resolution mode for speedy playback, textures for nice playblasting and a lot of useful functions such as space switches on controllers and ik control in both…
@LiamReynolds I'm guessing it the 2.0 since I just bought the pack when it went on sale earlier this month. There is a "Nullify Twist" option in the Channel Box when you click on the Upper_Arm control in FK and the Arm control in IK. This option stops the constant twisting that may occur. @AnthonyAnimation Thanks and glad…
I think you can do what your after with expressions. Most rigs use an expression to change a controller object red at its limits so it is possible. Off the top of my head I cant remember anywhere besides just googling for a stretchy ik spine in maya.. Best of luck!