EDITED... found some good tutorials on Maya that explains the new features added to rigging tools in Maya...had no idea using the settings window of the paint skin weights,u can select vertices,edges or faces and the joint and finetune the weights like the component editor.
I'm in the process of outsourcing the creation of a 3d character with multiple lods (1 for mobile, 1 for pc / consoles) and I'm wondering if the same rig and animations can be applied to both of these LODs of the character. Is there anything I need to watch out for?
Whats the best way to rig pauldrons, and in my case in particular, theres an extra layer on top of the pauldrons. Should I make an extra bone for for the pauldrons? What should I parent it too? This is for real time Ue4 if that changes anything.
I'm a bit curious about methods of rigging things like long coats, and other things that kinda 'hug' a character. Do you attach it to the legs? Give it its own bones? Some combination of both? And on that subject, there's that cloth physics stuff. Is that done in the modeling software, or in a game's engine?
Hello guys! Recently I've made this mini warlock game ready rig with Rodolpho Pimentel and now it is on sale. If you want this in your game, or just to do some animations for your portfolio it is only 5$!!! Thanks and I hope you enjoy! You can buy here: https://gumroad.com/l/miniwarlock Preview video:…
So I have been working on thing to put in dota 2. I and new at this, so I have found a few problems. The first is rigging. After I export into Dota 2, my weapon is on the ground. It also seems to be scaled down. I got it with the color and model, but not where I want it. Can I be helped? XDDD Thanks for reading.
A few things. Your intro is way too long. I know you`re trying to go for the beat of the music, but its too long. Single title card. dont wait to phase stuff into the shot. show you`re name and contact info, and get to the meat of it. Second, your first 2 rigs, it really isnt showing off what you can do with a rig. It's…
Currently I'm working on a 3d rig in Maya and i was wondering if there was a way to inverse the attribute variables, the main problem i have is that i have a mouth control which is oriented to a mouth joint, however the mouth joint has revered variables, so when i lift my mouth control up, it gives me a negative variable…