j4polaris is right - you can have a single object constrained to multiple targets and then link the 'weight' values up to a master controller. i really recommend you use point and orient constraints instead of parent constraints (they have emotional issues, its messy).
i hear ya man_o_mule... Yes the pistols are easily one of the best weapons in the game, just wait until you play around with the particle rifle and the repeating cannon, pretty much 1-hit instant kills regardless where you hit the target
Cant wait to try it! Looks like the best hero to videogame adaptation I have seen. Love that its target audience seems to be the little older kids with the grittyness and stuff. Good job I love it at sight, cant wait to play it! :) PC or console...
January- 198lbs March- 192lbs target- 175-180 by fall. I just started getting serious about it. I guess I just got to a point where I was feeling fed up, heh. I'm feeling pretty optimistic about it, for once.
Make sure any IK Objects are set to the same objects on the target scene. For example, if set the left hand to use the right hand as an IK object, but you load the bip file on a biped that isn't set the same way the animation won't load properly.
To be honest most cloth in games these days is still simply done with bone animation, but there are some realtime procedural solutions as MoP describes. Another way to go is to use a cloth sim to generate a bunch of morph targets, and use those in game as opposed to skeletal animation.
But I am guessing their target audience is probably children/teens who spend their own money or get the credit card from their parents. Did that myself when PS1 came out, dad said you can spend maximum 30, I spent 60 =)
The goal is to have as high a texel density as you can fit into memory. This involves having a memory budget and a target platform. Questions about any of these things are always difficult to have if you're just making a single asset without any knowledge of the budget of the rest of the scene.
There are currently some problems with Viewer export matching the results in Toolbag 4. We plan to fix this in the next release (4.03). Unfortunately, I don't have an estimate for this yet. In the meantime, if you have a license, Toolbag 3 provides a more accurate target for Viewer export.
Heyo! Regarding "skills vs software", I believe skills are more specific than software knowledge and therefore can target a job profile in more detail. E.g. if you were to apply for a weapon artist position, the skill hardsurface modeling directly relates to the job. In the end you could have both categories, skills and…