[ QUOTE ] You guys are too kind. The trick to animating with Biped is pretending that you aren't using Biped. Just pose the little guy at timed intervals. Then adjust the intervals for timing. [/ QUOTE ] That's what I tried and most FK controls are sufficient (though it can be a huge pain that biped keys can be lower than…
Added in more oscillation for more verity in the movements. I'm pushing for a more classic 2d looping look to everything. The whole world has to look like it's on a beat. Metal Slug is a good example of "the beat" look. The control rig allows a procedural method to programming the animation for the game. To make the…
If I was the Autodesk licensing department I would probably add IK / better animation support only after the switch to rental-only licenses. That way people would be forced to jump on the subscription bandwagon. This will probably happen because, let's face it, Autodesk is a terrible company.
I actually like ravenslayer's overpaint. Why? Curves in all the right places. It still looks sufficiently stylized without pushing into the uncanny valley too much, especially those hands and feet, and oval eyes. ik vind die paint-over well goed.
When you have your model already rigged with Biped or CAT, you can import your skinned mesh with the skeleton to Maya. There are characterization presets in human IK fot CAT and Biped njoint naming conventions, however, characterizing a custom skeleton is very easy
June/July 2005. Not crazy old, but I haven't been doing this for nearly as long as you people . Made in Gmax. Ik had someone else render them for me, because Gmax couldn't. (I figured big images wouldn't be a problem in this thread? Hehe)
That's called rig retargeting. And Maya has pretty good tools to do it. I think it uses the human IK rig though so that's something you could look into. If your characters share the same basemesh then yes, it's certainly possible. It's a very common pipeline at studios.
@ike: thanks! yeh, I will have to discuss that further with Nikey later. @PrivateRowan: thank you! I am proud to announce an Anti-Mage set that Andrey, Rodion, and I have been working on for the past month! http://steamcommunity.com/workshop/filedetails/?id=499777414
You can do it with a bone chain and a spline ik. I'm sure there are dozen of tuts on the web, but here's the page i used for animating a chainsaw once. http://developer.reallusion.com/whitepaper/Tank_Tracks/ Now if you want a dynamic setup with the chain adapting to the terrain, that's another story.
I don't know what you need the tongue to do when it's not being pointy. Does it need to transition from like a floppy dog tongue into the pointed one, or can you get away with a model swap? IK Spline should already do what you want for aiming a spiky tongue. A feature to disable the S&S should be as easy as mixing in a…