Not a Maya user, but does it not have a similar prefab human rig like Max's Biped? If it really is purely for posing, then throwing in some bones to make a human skeleton will be enough. No need for IK and all that stuff. Hell, you could just duplicate her and manually go in and pose it at a mesh level, although I think…
I think once you get familiar with Skin and Max bones, making your own IK/FK joints / wiring / playing with the controllers, using Biped is a piece of cake. I glanced over the 3dsmax v6 Bible and I wasn't that impressed. Maybe it's improved since then. Always keep the Max help files and tutorials in mind - they are much…
我吃着桂香小圆面包 ik eet een kaneelbroodje я ем плюшку циннамона yo estoy comiendo un bollo del cinamomo and finally i'm eating a cinnamon bun... apparently chinese and russian aren't valid languages in polycountdonia... boo! another reason we should make our own...
"PACK 2 – July / August: Space Switching, Re-targeting, Cameras, Global IK Solving" ♥♥♥♥♥♥ I love each packs of course, but this one even more ! Can't wait to test these out ;) Big up to the dev team, your work on Akeytsu is just incredible ♥
Bending the elbows and fingers slightly are helpful for IK rigging for animators, but that is not important right now. It's your form and overall gesture your silhouette as a whole makes. Nail them down before you commit to higher resolution geometry. Right now you are way too high up insubdivisions before you get to move…
No I don't think I did. I flipped the swizzle but ik thats not it. I'll give it a go. As for the video. That would be amazing. As long as its cool with you and not taking too much time off of yours hands. It would be the star video to watch for people using this workflow. I would say it would be Polycount Wiki worthy.
Rigged the girl so long. I really don't like Softimage's IK Solver. :/ Also, I have no idea how to do real-time fire, like for a game. I mean, I guess I could have an animated texture, but I wonder if that's what they do nowadays, for things like flamethrowers and muzzle flares.
Great arc in the end, I suspect you used IK so really great work there. Two things that bothers me. When she leans to her right before snappy frame she doesn't really show any anticipation for it. She doesn't arc in her snappy frame, then it might come off as more natural.
Tahnks Trevor. The IK joint chain for the legs is actually my biggest concern, as is getting a hold on the idle pose and importing it onto said custom rig, which is a different concern were trying to tackle in another thread. I currently have a friend doing what he can to rig something up, will post with results.
Select a foot, then go into the "Key Info" rollout and then expand the "IK" section of it. Click the "Select Pivot" button and you'll notice a bunch of blue dots appear in the foot. Each of these are pivot points you can select and use. Its good to keep the pivot the same through the animation as well. You'll get better…