Update/highlights on these restraint rigs, after animation, and brought into Unity. This is just a timeline preview for animation purposes. Normally I would integrate animations into character controllers for interactive experiences in VR, but I'm trying to focus on the tech art animation side and let developers make use…
Well you could set up some kind of a rig using geonodes, however strictly UI in the viewport is not supported. Yeah that's true, at least some collapsable menus would be helpful. Maybe they'll make it down the road some day.
Well that doc has a fair bit of idealism in it, what we aspired to. I for example am not fluent in any scripting language, I just pitter-patter here and there. So my role as Lead TA was mostly a managerial one, helping the two TAs manage their efforts and helping them communicate better with the rest of the studio, all the…
+1 to this approach. I use it all the time, esp for keeping rigs organized. Rather than use the link tool, I'd use mxs .parent to add selected objects mxs:myMayaLikeGroup = point cross:false name:"myMayaLikeGroup"[COLOR="DimGray"]--make a group[/COLOR]for each in $ do each.parent = myMayaLikeGroup [COLOR="DimGray"]--add…
Amazing work RenderHJS, hope that I will be able to use this in feature projects. Keg: damn writing own engine, hope I ll be able to do the same one day. Just released a new 3ds max tool : PistonMaker, a one-button-app for creating piston mechanics on your models. I am starting to focus my tool-development towards rigging…
I was looking for a better way to rig quadruped legs. I found this link. Too bad that Max doesn't have a Spring IK Solver, so I started to write one. Just use a comma or semicolon. When saving the string check for comma's and if there is one just give a "No commas in the name warning." Personally, I use the built in Max…
Looking good SyncViewS. I just realized something today I thought I'd share. I'm probably not the first to think of this. As I was setting up some simple shading on my testmesh for my rigging project I came up with a cheap way to simulate eye drop shadow. By using hemispheric ambient lighting I would use a dark color from…