Put around 28 hours In so far and still haven't finished it. I've mainly been doing a lot of the side stuff and still lot's to do. I was pretty dubious going into this, even though Monolith are pretty much my favorite dev, licensed games don't always come out like this. Needless to say it the game is amazing and probably…
I'd say your progress is good. But it's going to take a fair amount of work to fix it up. 1. Don't include the clavicle (shoulder) in the IK chain. This one change improves things quite a bit. 2. Thick joints like the knee will always be hard to work with. You could try adding another bone at the knee that is position…
I like the idea of keeping it very PC like, but am against too many posting rules and you sould critique this way or that and earn special brownie points whatever. I like to offer praise if its s a nice piece of work, id it was just a 'like' button then it's too impersonal. Another thing with P&p is that is not always been…
That is handled with Inverse Kinetics (IK). The end of the leg chain follows a point that is glued to world space, whatever the rest of the body is doing that foot is stuck to that point. In biped its called "planted keys" (Biped Menu > Key Info). They enable you to plant the feet on the ground plane then use "sliding…
The improvement from the first animation to to the last is really impressive. The lack of Inverse Kinematics in Milkshape really shows, which would allow you to easily keep the feet planted and moving along the ground even if you change the body. One problem the rig has in my opinion is that the front upper legs are far…
Why not use biped how it was meant to be used? With pose to pose animation using the copy/paste poses to set your major keys? There is so much you can do with biped it would be a shame to give all that up just so you can use the standard max curve editor. Especially when Biped has its own curve editor called workbench…
I've been trying to solve something for about 3 days now and I have absolutely no idea what to do at this point. I'm basically stuck until I can get past this part. I have a problem with a bipidal rig where weird stuff happens if I try to mirror joints from one side to the other. I'm happy with the weights and the joints…
Workflow: Issue: 1)Imported the UE4 Mannequin's skeleton and skeletal mesh Note: their pose matches perfectly, but they’re not in a T-pose. 2) Define the skeleton in HumanIK. Issue: Since the skeleton is not in a T-Pose, after I assign the upper arm, lower arm, and hand I am getting this Status message: "The right arm…
I know this is probably a super basic issue, but I cannot find a solution for it. I'm exporting out an animation into an fbx which will then be put into Unity, but the animation breaks when exported. The mesh and skeleton don't move, but the controllers all move according to the animation; this happens both IK and FK…
I'm going to get all sweary, don't take it personally, I don't have time to clean it up and think of proper verbiage, plus it's how polycount used to be. My personal usage history: I've used Max more than any other program, but that means I'm more intimately acquainted with it's warts =P I currently use Maya for animation…