Update: I managed to fix it. I double-checked the entirety of the outlinear and noticed that the IK rig wasn't parent-constrained to the respective joints. Still, thanks for mentioning to look into the outliner :)
Mark Dygert thank you very much for your feedback! As far as I understand you, there is no single and correct solution. As long as one of my local rotation axes points to the next nested joint, they can not be too wrong, right? Since I posted here, I continued the tutorial with my current local orientation axes set up. So…
not the best way to do it but... 2 ways of doing it... turn on 2.5 snapping and turn on verts for a snapping option. since you want to match the z axis got to the left view and now you can drag your verts one at a time to the one you want to snap to. you can also insert an edge loop, turn on edge constraint and move that…
Hi: First time posting here so endulge me if I missed something. I would like to have a simple lowpoly 3D character (around 2000-4000 polys). The character must have UVs with some specific constrains (detailed later) and have enough polys in joints for animation (no skinning required). Also the character must have four…
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There are a few different ways to add support joints and drive their positions and rotations, but it starts to get very specific to what the engine can handle, the person doing the rigging, the type of movement required and the overall goal of the game. If people barely move their legs up into a seated position then…
Hey Gabby, So i'll be honest I'm a little bummed to see you wrapping this piece up. I don't think it's in a terrible spot by any means, but there are some parts that definitely come across as not finished. And personally I think if it was a time constraint thing, you could really make this model pop if you revisit it. I…
For the turn around. If you want a constant camera you can come back to later, and you don't want to animate the object itself... - Draw a circle spline around your object. - In the top viewport create a target camera, place its target near the center of your object. Or quick snap (Shift-A) it to the center of the circle.…
[ QUOTE ] again not something that needs to be "implemented" in code.. we do this, its part of the rig, no programmers required. [/ QUOTE ] Please correct me if I'm wrong, but you're engine still has to read that rig right? As far as I understand typically eye controls are done using look at constraints with some sort of…
So, a promise is a promise.) Here I am with more stuff, that hopefully you guys will enjoy. A word of caution: this post is image heavy(~7mb). I'm planning to use this hi-rez images(around 1080p) for my portfolio, but If you think that the pictures are inappropriately big - let me know and I will resize them for you. It…