NOOOOoOoOoOOOOoOOOoo... I mean... ahem... You can do that, but I strongly advise you to pick up one of the major packages, Maya or Max. They are both roughly equal on most of the major things with a lot of overlap there are some subtle differences where people who model tend to like Max and people who animate tend to like…
Hey there! Honestly, I would go for Maya. Most major studios in the game industry use both max and maya. Max for modelling, maya for animation. The ones that only use max, from my understanding, they dont care if you dont know max, as long as you can animate. If you can prove you can animate, they dont mind training you on…
Wow, walls of useful text. I'll just share some of my experiences when it comes to limits etc; I started using maya and the curve editor and what not makes a lot of sense. It's very easy to just copy/paste keys and the flow of everything is great. However, max's biped has it's benefits. The import/export of animation and…
Hello everybody! I'm new here and is there a better way than starting "What software should I use" thread to introduce myself?! :poly114: Actually, this isn't really the beginner's thread as I'm 33 and previously experienced in 3d. What I'm new to is 3D animation for games in particular. I have some experience with…
Thanks for the reply TeeJay! I forgot to mention, I'm also an architect by trade. All the ArchViz scene is rather region specific and basically in the last several years, at least in my part of the world it has become I-will-pay-you-peanuts-and-need-it-done-till-yesterday situation. Not a healthy work environment... but…
That is probably the single most infuriating thing about biped, but still somewhat minor and can be worked around. The only thing that is weird about them is the naming otherwise they behave just like every other IK system out there, albeit in a much more streamlined fashion that reduces rig clutter. So far I have seen two…
Is this in the wiki. This is probably the best thing I've seen in the Max vs. Maya discussion. I've started with Max, and I'm now working with Maya. A lot of this is pretty on point (I get lost in Maya sometimes...)