I have pretty basic but tricky question about rigging/skinning in 3ds max and animation in motion builder. Im not an animator so im not sure if this workflow is possible?: Im planning to do rigging of normal human realistic low poly (cca 25 000 polygons) for games) character in 3ds max, using bones system. Then i (or our…
Hi! This is my first post, so apologies if it is not formatted ideally. TLDR; I need help finding a method to rig a character's shawl/cape that follows their arms beyond basic skinning. Any suggestions, tips or explanations on a driven joint-based shawl set up would be very appreciated! I cannot use nCloth or nHair…
Industry Giants 2011: Ten in Texas 10th Anniversary Event June 25-26, 2011 A BUNCH OF SHORT GUYS Hosts INDUSTRY GIANTS 2011: Ten in Texas Visual Effects, Animation and Game Forum A Bunch of Short Guys are proud to announce this years Industry Giants 2011: Ten in Texas, the tenth anniversary event of Texas premiere Visual…
This has probably been asked before, lord knows i couldn't find it. I am a beginner 3d artist, with dreams of being a hotshot 3d animator someday. As a beginner I'm still trying to learn and grow my abilities to get to that Junior Artist level. My question is what is the best use of my time to eventually get to that first…
Any rig, any animation. Adjustable at runtime. Looking for challenges! https://www.youtube.com/watch?v=4DyO_VS_3Gk [ame=" https://www.youtube.com/watch?v=4DyO_VS_3Gk"][/ame] IK Rig is the recently-revealed tech of Ubisoft Toronto. Were building it so that we can have unique rig for each character, share all animations,…
"Does have anything remotely close to Biped/Character Studio? If not are there rigging tools available like PuppetShop, CAT or CrypticAR?" Something like The Setup Machine blows away Biped or Cryptic. There are a number of excellent and proven low-cost or free rigs for Maya that blow away almost anything Max has to offer…
This is a really annoying issue I always seem to run into when importing FBX animations from Blender into Unity since there is usually a bit of a time gap in-between so I decided to write a post in order to remember how I solve it. (I need to start utilizing Export Presets...) The issue is jittery animations when using IK…
There is a way to discover exactly how many frames you need, but it depends on the project specifications. If that animation is for a game, you need to know the display framerate of the game. It is usually 30fps or 60fps, but let's consider it's 30fps as an example. In a 30fps game, 30 frames amount to one second of…
Hello. I'm trying to animate a model for the Spring engine, which for those that don't know handles animations on a piece-by-piece basis in code (it's sliiightly outdated...). I've made an animation in 3dsmax, but I don't know how to get the rotations/translations (local axis) out per keyframe so I can use them in Spring's…
you are right about the mdl files holding the reference, its the qc file that does that you dont need to have the qc file on the dota folder, its used just to compile the file and after that it has no need to exist =] thats why you dont find it on dota files if you compile your file and replace another one on the dota2…