So, for all intents and purposes, lets say im rigging a turret. I want it to follow a locator. to do so i have 2 joints on top of one another (one parented under the other), the first aim constrained on the Y axis (Z is aiming) and the second constrained on the X axis. this works, but breaks and flips out after i turn…
so the way I have done it currently: is I created the Camera+Aim and then press up arrow key whilst it's selected and then attach it to the curve under the Constrain tab. To keep the 'Aim' intact I parented it to a locator. However the only issue I'm currently having with this method is, it's 'very' laggy-to the point…
I decided to render my film in unreal engine instead of redshift because of the super fast render times and the aesthetics, but I have some issues that I cannot figure out. The first question is how do I export a fully rigged and animated character along with an object? Would I have to parent the object to the character in…
This is my first attempt at a short, 30 second animation created within 3ds max. I am aware that the animation needs "slowing down" which I will fix when I have the time. Any feedback here would be very much appreciated as this will also help with my technical report. Tools and techniques used throughout project: * Key…
If you're able to transform a rig character globally, then it has some sort of "root"/parent. The root joint setup in the image you posted seems good to me. That's where I'd expect the global transform pivot to be. I do agree, the ik setup visual graphics in engine looks quite odd when seen for the first time (especially…
You have to start your new Blender version once, go into preferences and save once, then exit. This writes the preference folder for this version. https://docs.blender.org/manual/en/latest/advanced/blender_directory_layout.html You can then delete its contents entirely and overwrite them with the ones from your previous…
FBX doesn't support wire parameters so it's not captured in anyway that you could work with. Those types of relationships that exist outside of the hierarchy structure (parent/child, like bones), are usually set up in Unreal using blueprints and in Unity with scripts and code. If the actions are scripted, it can be baked…
If you are animating for a game, you actually need to use the same magazine for both actions. There are a few ways to do this... 1. The easy way is to animate two Point helpers instead of the magazine, and then find an Animated Align script online and align the magazine to each seaction of the animation. 2. The slightly…
I was wanting to do something similar to this recently and a frind showed me that you can do it using animations/motion. Make your primitave shape animate along the path you want to array along (using splines for the path) and you can control its orientation using points, attachments and parenting... and there are options…
it is a lot more difficult to obtain now with as many who lost jobs during the recession, the government has put a lot more restrictions on it. can't give you exact figures, but both my parents lost their jobs after about 30 years of working, about 10 years to retirement too. they will pay for you to go back to school, but…