You could look into the nodebased programming work done by this guy? http://phonybone.planetblender.org/ As I understand it, it places nearly no constraints on what nodes can be used for.
Thank you all for the answers! I think the problem was really with the LookAt constraint. I made some changes on the nodes and now it's working fine. :thumbup:
That gives: Error: "$CurMode" is not an array. I don't think that's the case, "-q -sm" returns a single value of the current constraint of ede smoothness: 0,1 or 2.
the only way to stop collapsing from joints twisting on a rig is to add other bones that soften the amount of twist applied to the vertexes. So for example on a shoulder joint you'd add bones between the elbow and the shoulder and constrain them to twist along their long axis incrementally as the shoulder twists. Of course…
My main apps are 3DSMax, Photoshop/3D-Coat, and ZBrush. My guess though is that you just want to know what Software is the most heavily used in the industry? If so: Concept - Photoshop for painting, Clip Paint Studio for line art. Modeling - Maya/Max hold similar market share, but...(see: rigging/animation) Sculpt - ZBrush…
Yea, I guess it wouldn't be too pleasant having that thing scraping your leg all day. But at least it's only an issue in the side to side motion. In a more common front to back motion it's not going to be sliding that much. I guess the only choice I have is to reconsider the upside-down solution once again. I'm predicting…
One thing to remember is that after Lingshan Island the aliens where gone for some time and in the story they evolved, although it was a bit hit and miss in how it was told to the player. It would have being nice for things to have being a little more consistent such as Gears of War or Halo, but looking at what you have,…
So I have finally finished the rig with ik?fk switch and blend shapes!!!! Check out these cool wing flap sdks! Had to do an old dodgy fix on these because when I tried a test skin, the sdks (or rig) bugged out and the wing flaps would gain stupid rotations (yes I froze transforms) and fly off into space. So I groups the…
I do it same way Haiddasalami mentions. Check out the Pivot section under the transform node(not the shape that is). It retains the original values in the rotation/scale pivots. There are other hacky ways to do it, but this one I find to be the easiest and cleanest. If for some reason you would have 0,0,0 rotate/scale…