Thanks! To be totally honest, my plans for it are pretty open ended at this point - at least in the long term. Since you mentioned Marmoset, I don't really want to compete with standalone tools like that because I often find them quite cumbersome for quick iterative tasks. My main issue with bakers like Marmoset,…
Hi, I am new here and this is my 1st post here. I made an animation and I just want feedback on it so i can improve it. trying to walk my way up so i can start creating my own projects and share fun ideas to the world. sorry for taking up your time and i truly appreciate the effort. link below…
salutations. I have been interested in character design since childhood but have lacked the skills to do so. now the tech for me and others like myself to do it is here: oculus medium. however, the animation portion is both pricey and hard to do for people like myself. to this problem I offer this solution:…
Hi everyone! I put together an animation reel from my time on Orcs Must Die! Unchained. It was a hell-a great project to work on, with a fantastically talented team to work with! I hope you all enjoy. If you're interested, there are more details at the vimeo site. https://vimeo.com/247315709
You can do it with a bone chain and a spline ik. I'm sure there are dozen of tuts on the web, but here's the page i used for animating a chainsaw once. http://developer.reallusion.com/whitepaper/Tank_Tracks/ Now if you want a dynamic setup with the chain adapting to the terrain, that's another story.
If you do a Free Transform operation after parenting but before animation all the curve will start from the center (value of zero). If you search the 3DS Max Idea forum for Normalized Curve View and vote for that idea. It’s exactly what you are asking without freezing.
I'm sure there's a few scripts around to do this, but there's a few ways.. In object space, you could cut and paste the channels from one side to another then offset the cuves in the graph editor by the right amount. It does depend how you set the rig up. Another way is to create a dummy set of controls, point and orient…
@ArtHuman Polygonal automotive modeling workflows typically involve tracing the body lines with curves or subdivided edges and creating clean guide shapes for the curved panels before cutting in any surface details. Whether or not something is modeled as a continuous surface or split into sections really depends on the…