Riggin for games often based around a human IK rig or an other "simple" rig. Games engine are much more limited what they support for rigging. https://www.youtube.com/watch?v=8aeMreixkE4 Film rigs are complex beasts with thousands of blendshapes and all kind off custom solvers. Muscle and fat deformations.…
Ik it's a WIP, but just in case... Blending the polypaint colors in some areas might give it a more natural look instead of looking like artificial bodypaint. The indentation on the chin is a little extreme when compared to thedrawing, so much so it actually looks like the mouth. Ha! Now you can' t stop seeing it! I…
Actually, while I was trying out your method and subsequently messing about earlier today, I may have pulled off something better with usage of IK solvers... It seems to be working, as it defaults to the initial position whenever I do Assume Skin Pose. All that's left for me is to figure out how to have it imitate bipeds…
Thanks for the answer. I deleted the IK objects and just kept my bones. To my surprise, when I applied a skin modifier it seemed to deform just fine. I just spent all this time learning how to make gifs(had some problems) and I made a gif of a quick animation I tested out! I'll probably need to eventually learn how to rig…
changed the proportions slightly, was advised to make the head smaller. the Rig is really coming along. most of the stuff i wanted to be automated is now , and some shoulder deformation problems were fixed with a pole vector ik constraint to a locator, alowing seperate "keyable" rotation of clavicle and scapula. ive still…
It's an effect you're not likely to see if you're exporting to an engine that doesn't have cloth dynamics built in. So the cloth modifier in max should do well enough if you're doing portfolio renders and the like. A fun thing I've been playing around with in Maya is creating rag dolls and hooking up my character's IK to…
UPDATE (3/28/2006) Neza is pretty much finished. His textures need cleaning up and his Rig is basic, but he is fully functional animated. I plan on working on his textures more to add more contrast and then I may add some IK Chains to the ribbons hanging from his armor. I might do that all tonight, or I might just…
Yeah, for straight forward rigs the merge animation function should work. I've had to use it a lot on a game I worked on at liquid, which in the end required all animations to be in a single file after they had been animated in seperate ones. I hadn't had a single problem. When you have time dependant controllers such as a…
Kylo Ren from “Star Wars the Force awakens”. Saw this movie twice and loved the character. Maya / Quixel Suite / Photoshop im no cloth wizard, so this was great practice to realize my skills and where i need to improve. hope you guys like and can view lots more renders at: https://www.artstation.com/artwork/qoz6N un…
Kylo Ren from “Star Wars the Force awakens”. Saw this movie twice and loved the character. Maya / Quixel Suite / Photoshop im no cloth wizard, so this was great practice to realize my skills and where i need to improve. i dont mind some critique despite knowing what i could improve on. would love to hear peoples thoughts.…