Hi Guys, here a project I finished a year ago where I was learning how to rig cars in unreal, by that time I had finished my generic SUV so I decided to use that vehicle for that project. Video here: https://youtu.be/m5LrAU2R3Mg model v
I need to animate a moving spring. Any tips how to rig this, as the joint hierachy reverses after one turn(if animeted straight forward with FK) example picture of a toy spring http://www.lispring.com/photo/pc229384-metal_slinky_spring_toy.jpg
Hello, I am new to this forum and I wanted to know if there is only one way to rig vehicles in Unreal Engine ? My workflow is to make the skeleton and bind it to the model in maya to be able to control the vehicle in Unreal, but are AAA Racing Games developers using this technique or it depends of the engine ? Thanks for…
Hi Guys, I'm getting into character rigging and was wondering if you have any good tutorials. Paid or free, as long as its the full process with IK/FK blending and other key details. I'm currently using Maya LT but most of the videos would apply to Maya as well hopefully. Thanks!
I'm having trouble rigging the pelvis on this character. Is this desirable pelvis topology and/or bone placement for good deformation? I couldn't find any picture or tutorial on the subject, I'm not sure what to do. Could I get some advice?
hello everyone, i'm new to UE4, currently having export-import problems from Maya 2014 to UE4: in Maya, the character geometry isn't a single mesh geo, but consists of lots of geo fragments like this hierarchy: * Geo_Mesh_group * geo_group01 * geo01a * geo01b * geo02 * geo03 * geo04 * geo_group02 * 80 geos * geo05 * geo06…
I have just rigged/skinned a character but noticed the pivot when selecting the mesh is way off the center. If I center pivot the skin/bones separate and it's screwed. Any solutions please?