Hello!I'm here for advice. I created the attack animation for the game. Kamikaze's dynamites explode after he drinks blood of the victim. I created two rigs with different geometries.1. solid rig with solid geometry for animation before the explosion2. detachable rig with detachable geometry for animation after the…
Due to popular demand I'm making the dark ninja Ayane for UT2003/04. Despite looking like a Sailormoon extra and coming in a gift wrap she's a deadly assassin and the most popular character in the DoA roster. Ayane is untextured except for the eyes and an alphamap for the hair. I've put edgeloops where the materials change…
Hello Polycounters, newbie here. Whenever in Maya (2015) I try to copy skin weights (from body mesh to clothes) I get "Error: line 0: Must select a source and a destination skin, or components on a source and destination skin.", I get it regardless of what I have selected or whether the selected parts are skinned or not.…
If you are aiming at character art and design anatomy should be your number one priority. You have some good stuff going on in the examples above, but also mistakes that are holding you back. The figures look like you are sculpting at too high a resolution. The male figure looks particularly lumpy and the head, arms and…
Solid start so far. If I may offer some advice is that you're getting ahead of yourself in some areas. Don't pay too much attention to lighting in this early stages, or making the scene look good when all you have is a few pieces. There'll be a time for that, first you need to focus on building the skeleton of your scene.…
I can't recommend using daz studio for what you initially asked for. It's easy enough to use as an end user, but setting up a new skeleton and painting skin weights is much easier in any other program. That first Alduin model is rigged, but it's a .c4d file for the Cinema4d software, and only includes an obj as an extra,…
Since this is a hobby thing, I'm not worried about any deadlines. I want to animate to my heart's content! I also think the payoffs are really worth it. Breathing life into each vertex has a certain charm I find very desirable. Just like how old 2D cartoons look so good because it's all hand manipulated. I tried my first…
Very helpful video to demonstrate additive animations. So they are just 1 frame poses, nothing else, no motion OR CAN THEY have their own animations but you just mix them together from chosen skeleton bone like hip to upper body? So I could have the following animations for example: * Idle Standing Unarmed / Relaxed *…
Very cool idea. There are some really big anatomy problems though and I think you should have those locked down before you move on. I understand you are going for a look but the underlying fact is, all fantasy is based off of realistic things. The biggest problems are in the arms, shoulders and hands. Also the clavicle…
Hello again. I've put a little more work into the Shrike, so here's a quick update: I think I've finally settled on a decent wing setup, using this 3dsMax tutorial for reference. Here's what it looks like: NOTE: Since the wings are symmetrical, I wanted to animate both wings simultaneously by mirroring one side. This would…