so after a 1 week pause im back to rigging and god its such a pain :poly127: maya really wont make things easy .... my tutorial is quite huge and good but still 90% of the controls have like no effect to the skeleton right now... and the worst about the tutorial is it tells you what to do but never what things youre doing…
Thanks, guys. My instructor wants me to animate it and bring it into Unreal. I think I read somewhere that Unreal can only handle the skeletal mesh with virtual skeleton inside it, if that's the case it totally f's up my shot at breaking the mech into seperate pieces (i.e. the forearm, hand, torso, and so on) to keep them…
loving your work very much so far praetus! you're a way better planner than I am ;) For my part I've begun working on a skeleton mage from Diablo 2. I'm goin straight to some modeling based off a bunch of various references I've picked here and there. The workthread is here:…
so i'm trying to export a skeletal mesh from 3ds max to UDK, and it's giving me this error: what it's referring to, is that those verticies aren't skinned to a correct bone. here's the thing. if i try i mesh i'd exported previously, any animations with that skeleton work fine. so the bones ARE okay, they're all correct.…
Hey! This usually wouldn't be a problem, but I'm trying to do a specific thing which means my character's skeleton needs to be in it's original bind pose. I've made a control rig which adds a bunch of constraints to the skeleton which pulls it just slightly out of alignment from the original bind pose, which normally…
Hey guys I'm pretty much done with the head for now. I am now focusing on the body and I'm fine with the proportions, but I really need to improve the skeleton structure on him. I would really appreciate it if someone could perhaps do a paint over for me. I've looked at several tyrannosaur references, but I just can't nail…
mixamo should give okay results, IIRC you should upload the mesh in T-Pose instead of A-Pose. Outside of Mixamo your options are Max/Maya/Blender/Modo/Houdini etc. Zbrush doesn't do skeletons and skinned meshes AFAIK. you can pull a sample character out of UE or Unity, use the skeleton from those and adjust the joints to…
@poopipe I think thats a good idea but how should I drive the old one with the new one,by parenting each bone to the old one? I could scale the imported rig as close as possible but where u have a character with broader shoulders,longer legs,bigger hands.It might be a problem.I am fairly new to rigging though I understand…
Hi, I am trying to make a 3rd person skeletal mesh jump and walk using keyboard controls. Can somebody tell me how to do this with kismet commands or otherwise? I appreciate any kind of help