So I don't think I've ever actually posted any of my progress, on any of my projects, to polycount. Well I'll be graduating soon and I decided I'd take a chance with posting my progress on a level I am working on. If you can too, check out my site and let me know what you think: http://www.martindewitt.net/ The level is…
Is it possible to export a partial fig file? The my core biped has changed, and it looks like the easiest thing to do is save out the fig and apply it to my other characters except they have different hands. I dont suppose any of you know of a way of saving out the hands, applying the new fig then reapplying the hands?
Hello again, I'm finally done with modelling and texturing for this character. Rigging is sorta done too (I hope). I'm definitely not proficient at it, my rig doesn't even have a "center" ? Basically it would be sort of hard to animate with... which is the point. anyhow here's pictures, they're pretty self-explanatory:…
Hey, We're a small team of 4 people and we just started working on a new MOBA game. Currently, we're looking for a rigger (in Blender) to skin/rig our character models. All characters will mostly be humanoids/bipeds, with all of them having an upper body control separate from the lower body. Something similar to Fortnite,…
I tested them in game and they actually look pretty good. His wing rig is sectioned into three parts, and he's moving them like normal wings would about 90 percent of the time, so it doesn't look odd with the animations. And as far as I can see they aren't bigger than the wings on that doom set that Sebastian (I believe?)…
Voxel Proxy - provides a simple and fast way to generate volume proxy meshes. Originally intended as a rigging tool to generate a proxy mesh for skinning purpose to represent a complex geometry as one solid shape. You can download and find all instructions (and preview) on Github repository. For now, its only a test…
[ QUOTE ] again not something that needs to be "implemented" in code.. we do this, its part of the rig, no programmers required. [/ QUOTE ] Please correct me if I'm wrong, but you're engine still has to read that rig right? As far as I understand typically eye controls are done using look at constraints with some sort of…
Hi, Sorry if I posted this in the wrong forum - please delete this if so. It's been many years since I've done any animations and I want to get back into it. I've already gone through the process of rigging, skinning and orienting joints, but the question I have is if the rig handles actually need to be oriented in the…
Thank you very much for the feedback and for sharing these resources, it really helped. The notes about anatomy and lighting were especially useful, and I’ll keep them in mind moving forward. This piece is still part of my learning process, so comments like this make a big difference. Thanks again for your time and help!
Im new to rigging and skinning and left it pretty late in my project to do so, i feel the process went well and most joints deformed correctly, although in order to pose the character before the deadline i didnt find the time to delete the unseen polys and make a more efficient mesh. The polys of the arms, chest and shirt…