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…
Lightbrush does it pretty well actually , but not for every subject and you need to get accustomed to it since lots depend on your initial manual input. Still I wonder why it's not in something like Photoshop yet and nobody seems interested. Looks like company is half dead and struggles to find customers while imo could…
Thanks guys!! this helps a lot! @_adamturnbull Thanks! yeah I think it looks more like mr fantastic :P! those parts I will need to do it key by frame since the IK is getting behind in the space @Green_Cheek_Conure Thanks!! I agree with that space , I will see how it looks with the correct poses and will adjust the time…
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…
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…
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.…
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…
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…
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…
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…