If you're using Max, get PuppetShop, pronto. It'll let you setup the basic rig and when let you add "muscle" bones along the way. Ignore those bones though if you're supposed to bring them into an engine.
with that base you can also select a horizontal edge > loop > ring > straighten horizontally, then select an vertical edge > loop > ring > straighten vertically
Hey polycounters, I've started working on an environment for my portfolio. This is my first attempt after I learned uv'ing, texturing using PBR and a bit of modelling in 3ds max. After reading a bit on the forums I realized in order to get some freelance jobs I really need to do my best, even if it takes me one month and…
iv grown quite fond of some of the loop tools in Voidworld and Modo, which allow me to quickly lay them out just like swift loop in Max, or i can drop one perfectly in the middle, it is also very good for dropping 2 loops at once and adjusting the pinch with out needing to use any caddies, which makes for quick support…
Hi, Since this week I have to use Motionbuilder and I have an issue with the characterise / rigging tool. I can add the control rigg on all the basics bones of my character but I dont find a way to add control for all the extra bones , like the bones of the dress, the hairs, jewel .... Anyone have a solution ?? Thank you
It's been a while since I've worked in Maya, but you shoudl be able to use any of the math utility nodes in your rig. Either 'Reverse' (if it's really in 0 to 1 value range) or 'Multipley Divide' node to invert your value.
I think the rings are completely plausible and a good addition to the piece. The problem is that the horns don't have anything to show that the rings are penetrating. They sort of just overlap.