Hi to everybody. All the stuff here is awesome and very inspiring. Im working on this in my spare time. Comments are wellcome. Panthor will be next. base for sword. first try on texturing the sword. it's 2900 tris. testing some colors.
I did end up figuring this out. Exported the skeletal body mesh from unreal to maya, moved the feet into the heel position with the foot_l/foot_r and ball_l/ball_R bones. From there I copy/transferred the weights from the body mesh to the shoes and moved everything back before exporting just the shoes which were then…
Looking to hire an experienced 3D character artist for a fixed-price commission. US-based only. The deliverable is a production-quality Character Creator 5 (CC5) character built on the HD facial profile — 262 blendshapes intact through UE5 export via Auto Setup 2.01. The character is a semi-realistic stylized human female…
For rigging, I was a bit lost at first. I had many questions, like: "Do I need to make my clothing parametric to fit onto a Metahuman?" "Do I just use the MH rig?" This would obviously involve a lot of work since I had created my clothing in an A pose that was different from the Metahuman one. I'm not sure how, but I…
[ QUOTE ] could someone help me out with this procedure, when I re-attatch the skin (bind skin>smooth bind) having detatched with keep history- it doesn't remember the weights edit: also, is it possible to re-position any bones while the model is unskinned then add the weights back on? [/ QUOTE ] Did you do any sort of…
Hello, This is my first post here and it's already a question, I hope some of you guys can enlighten me on importing motion capture data into 3ds Max for use in a computer game. I've read alot of posts here and articles about motion capture elsewhere, but none gave me the answer I need. As I understand, without the…
I am curious if there is a way in max to bake morph/vertex animations into skeletal animations? Ive been searching via Google, and haven't turned up anything is this even possible? I have a Catapult to use in this game engine ive been working on but it only supports skeletal animations, I ran a reactor sim on it and baked…
Hey peeps. I've got a problem with UDK. I have a skeletal mesh with animation, during the animation the character walks away from his world 0,0,0 skeletal mesh actor position (done by unticking Anim Rotation Only) The problem I have is after about 3 steps away from his origin, he no longer casts shadows? and the other…
I'm trying to learn a bit of Maya modeling so that I can be self sufficient when it comes to creating super basic assets for my game development. I'm trying to understand skeletal rigging and how it modifies the model geometry itself. I've got the most basic model - a cube with proportions that make it into a 3D rectangle.…
Phaedarus: I know that some people have managed to get mocap data out of the Kinect, or other markerless mocap systems like iPi, but the quality is generally pretty bad. Gypsy Suits are slightly better and come with some benefits like not having to deal with occlusion, but they can be several thousands of dollars…