Alright, I know the title asked for an anatomy check, but right now I just redid the face and I'm feeling stuck on it. Haven't touched the body much since the last post. As for reference, I've kind of deviated entirely from the original, now only using a bunch of different reference materials as inspiration. Probably not…
I'm retargeting some animations from ue4 to Biped using motionbuilder. I export the retargeted animation as an FBX, and import this biped-naming convention FBX into max with "update animation" selected. It imports the animation over the biped and works well, EXCEPT the legs seem to stretch too far. The image below shows…
Well yeah I can certainly understand this all. But why would different branches be a bad thing? Instead of creating a mammoth app able to do everything under the sun, why not using the solid polygon editing source code and create some kind of simple, opensource modeling package out of it. It would be lightweight, fast and…
I am currently working on a Concept/Mockup/Prototype where I intend to mix simple 2D into a 3D environment. Blending both 2D art and 3D art to create a living vibrant world with simple means to fit the mobile platforms. So here are some techniques I have available: UV animation Alpha animations Simple vertex animations…
Hey M-Cubed (or anyone else for that matter) If you're still looking for a cheap animation package, check out this insane deal! for Messiah ($40 for the Pro version normally $1195, $10 for the Basic version). EDIT: Hmm... after a bit of research it seems that Messiah has a dongle based DRM system (yuck!) which seems to…
One properly placed joint in each breast is usually enough, unelss you want insane amounts of secondary animation. Then just hand key any motion you want, after completing all primairy motion. Especially for game sequences this hand key process in a ~1 second loop hardly takes any time, and you still retain full control.…
Before starting giving you tips to do it, I wouldn't recommend you animate bones because it's not convenient at all, specially if those joints already have animation. Anyway, animation layer could do the job, but keep in mind a joint chain is fully FK so if you rotate a bones it WILL influence his children. Another idea is…
So I am finishing up the HP of my first attempt at making a weapon. I was wondering what kind of specs I should aim for, polycount, texture size etc. I know there isn't an exact number for polcount, just looking for a general number. The weapon is the RPG 7. Any other advice is welcome too. Thanks in advance!
That sounds pretty cool. I think the tracks should be offset to one side or other of mid. Might be cool to have a bunch of greevils pushing the cart. But their animations are just screwing around (not pushing) until you come crack the whip. Might even be able to tie it into heros on the cart like TF2. One hero can only get…
Good stuff! Few notes First, Get some ground planes in your shots. Especially your run and jump cycle, it's kind of hard to see what's going on, or how their body is moving in relation to the ground. Ground planes are a must. But that shot especially, i think also has to do with your cameras. Your camera work is kind of…