Same here-Autorigs from 3dsmax & blender Most of the characters i use are from friends, SDK's from polycount or found on the interwebz. (None are modeled by me)
An animation thread! And it's full of rad character animation! Y'all are awesome, animation is hard. I just started learnin' how to do stuff in Maya... at this point, I'd still rather use 3dsmax. ._.
Never animated anything serious in 3dsmax, I have this thing about it when it comes to animation: horrible rigs, slow rigs, etc I do need to practice on it though, do you sugest any rigs? ( no Biped please hehe)
Absolutely amazing work in here guys! I'm excited to keep coming back to keep seeing the awesome. My paltry contribution is a death anim I rendered-out from our game currently in-progress. Animated in 3DSMax, but using 2D Planes attached to a skeleton.
I really like how smooth the walk is. The dramatic pick up of the feet and toes are a nice touch. :) I was wondering what kind of rigs everyone is using. I'm starting to get familar with the Cat Motion rigs in 3Dsmax but i've never animated with a biped. I feel like I did this backwards. XD
@Texelion, you should join in! I think it would be awesome if you posted any animations you made @slipsius, I'll be the first to agree with you that the Timing and Spacing[among other things] were sacrificed for speed during these run cycles -Skeletal rigs were done in 3dsmax(simple biped) Models belong to: -Mr. Incredible…
Short answer: "yes, its easier for an animator to switch from 3dsMax to Maya vs a Tech Animator learning rigging in a new program" Longer Answer: It's really going to depend on your pipeline and team needs. Finding a tech artist/anim that has a strong background in one program will be a very solid reason for the team…