So, I am at a bit of a loss here and was hoping somebody here can help me. PROBLEM: When I am creating a control rig in UE5 (new feature) I am unable to get the IK bone chain to work properly. No matter how many values I mess with in the Primary and Secondary bone options, I can not get the bones to line up. I have been…
Hi guys, Using Maya 2018 SP 3 on a MacBook Pro Mid 2015 I have a character, roughly 90K Tris, rigged using Mixamo. Every single time I move a control rig it crashes. Steps are: 1) open file 2) select rig control 3) move said control 4) crash... crash... crash... I've been trying for about 35min, and everyone in a while it…
I have rigged my female character (see Treena Game Design Section) using skin and biped. I posed her with auto key on so when i turn on figure mode it snaps back to t pose. I need to make a couple of changes to the mesh.1st i want to scale the whole model down,2nd i want to scale feet and lengthen her navel slightly. Is…
My name is Stephen Coan. I'm a technical artist looking for work, both freelance and long-term. I specialize in shader development and character rigging, but I can also do particle effects and tools/pipeline development. I'm well-versed in working with Unity and Unreal 3 and 4. My portfolio can be found at…
I'm trying to collapse a rig to keyframes with Motion tab -> Trajectories -> Collapse. All goes fine. My problem is that I have to remove all helpers, splines and IK Goals due to export reasons. But when I go this, my whole animation gets messed up? Should this really happen? The bones have their own frames and animation…
I’ve been trying to set up this rigged character in Blender with the help of the Rigify addon (plus Rigify to Unity), and it basically has all the bones we want in it so far, but after importing it into Unity, there seems to be an issue with it figuring out how to put the rig together, apparently caused by a mixup between…
This one is model using for game, cause it gonna be use for some cutscenes and game menu so i have i have to increase its polycount, it will have some LOD models using for gameplay later . The reason i split it into parts cause i think this one is wearing armor so i if want these splitted parts wont be deform by skinning…
I've been building my custom rigs around the methods taught in digital tutors course but I've been wondering if there is an easier way to animate these kind of rigs. Whenever you make a walking animation or anything that needs to be mirrored (unlike with biped) you have to plug in the location coordinates of each control…
TL;DR : Confused on rigging result difference between software. Will it cause different results? I already have experience using Blender for creating hard topology models such as buildings, although lately I've been expanding my toolset for more advanced features. Such as 3D coat for sculpting & re-topology because Blender…