Your third method should be the way to do it. From the information you gave I can't see why that wouldn't work. Couple of things to try: - With your method 3 (animation baked to joints) you're using "Export Selecion" then ensure "Input Connections" export option is checked. - Try instead of deleting your rig just select…
Before they fixed it, it was a wise move to copy the figure pose (I call it bind pose) using the copy/paste feature in the biped menu. You can also save the .fig file while in figure mode also. Then load it back in if it fails to go back to normal. I also select all of the biped pieces, hold alt, right click, and choose…
Thanks so much Pior, I appreciate you taking the time to comments. You're correct in assuming my life drawing teacher doesn't give much instruction. Almost all of my actual learning has come from books. I basically only go to the classes to draw, and don't expect much in the way of tuition, I'll try the exercises you've…
Thanks man! Actually, I used to use decimation master a lot, but I have been seeing some pretty good results from ZRemesher actually in 4R7. I like it too because it gives me nice clean quads to work with and makes things a lot easier. It really depends on the type of surface or asset you are sculpting if Decimation master…
DWalker > I do not pretend to make a pure medieval realistic scene! I'm using, as references, the books of Viollet-le-Duc'c works. That man was one of the precursor of the "art nouveau", so he was criticised for his vision of the medieval architecture. But I'm in love with the "art nouveau" and I wish to do a personnal and…
Full Throttle man, Full Throttle. One of the best games ever. Really saddens me that there aren't any more games like that. Making that bike sounds awesome. I really doubt that it's a real bike though. It looks way stylized. If memory serves, that company was called Corley Motors, which is a clear reference to Harley. So…
I suppose that I can't fathom what sort of support it would need. Since I have it resting on the top most level and the brickwork. It is not jutting out over the edge like I had originally planned, I see the thing with a wooden skeleton, it is probably supported by it's own weight, bolted down inside. If you have any other…
That's what most people use - a base skeleton (with one upperarm and one forearm bone) that gets animated, and additional roll/twist bones driven by maths to stop the candy wrapper effect of volume loss you get from linear skinning. Spherical/Dual Quaternion is a newer technique that helps preserve volume, but you'll need…
I've created a low poly (~450 triangles) male human model in 3DS Max, and have brought it over to Maya for rigging. Following a tutorial on creating IK controllers, I've got most of them properly set. But I have an issue with the spine IK, where the chest's spine bone only rotates horizontally, and not vertically. The…
Ancient Battle Blog 2 - City/Castle Architecture - Hello, This post is to show off the structures of the city/castle. The assets are designed around a vertex paint/trim workflow, I will show the texture planning at a later date. I hope you get the a vibe of Arab architecture/Dark Souls any feedback is appreciated. I have…