Yea I've dug into Unity's mechanim a bit more. Seems I will need to rig my own skeleton based off my body dimensions and model around that initial rig.
it looks really nice, I do have a question for you.. Are we supossed to completely rig the character or just make a basic rig so we can pose it for the beauty shot?
I created a custom rig for it because I needed extra controls to make sure the wing membrane deforms properly. However I do have a CAT Rig for the character as well.
I am hoping to join this competition, I use Blender however and may find it difficult to animate and rig the model. Can I look for a teammate to rig my model for the competition?
So this has nothing to do with modelling but is all about skinning and rigging, which you want others to do. How about, do it yourself instead and learn the joys of rigging and skinning.
Are you exporting and REIMPORTING the scene in 3ds Max via FBX ? ( the white control object colors suggest something like that ) Is this a CAT rig or a standard 3d Max bones rig ?
i pick th ulltimate bony 1.0.4 rig for my animation and i added some accessory on it http://www.creativecrash.com/maya/downloads/character-rigs/c/ultimate-bony
hey good SDK. wanted to try some rigging in max so heres a fully rigged version of the SDK for max 9 http://rapidshare.com/files/115102192/mechman_max9.zip.html
In my experience, rigging is often done by the animator, not the character artist... although it's still good to know yourself so you can make your mesh work well with a rig.
I know the game has some deep and interesting lore. I like that. I'm just saying that the story and storytelling is not rich and engaging like what you see in a lot of other RPGs. Most of it is disjointed and confusing unless you're paying very close attention. It's not a game someone would play solely for the story, or…