Always wanted to meet a girl that could wrap her legs around me twice. I had a character rigged and animated for a little transition, was adjusting the IK, fucked it all up and had one leg sticking out his groin, the other broken and backwards and it made the whole thing twitch and his spine twist like he had gotten hit by…
Yep you got it =) I would probably need to see a screen shot of the workbench to say for certain. It depends on the curve you're looking at and the biped object you have selected. If its hands and feet and you're on Position, it will show dotted line curves. White dotted line curves are behind the scenes curves and should…
It seams that you use Maya, so there is no really easiest way to pose your character. Just try to put a simple skeleton and skin it. Don't know if you are aware of this process but it could me more flexible than a vertices-by vertices posing. You have also the FullBody IK tool who allow you to make a quick Rig with all the…
I'm going to try describe this best I can. This is want I want to do but don't know how. Have the yellow pivots locked in place, but still can rotate. Have the blue pivot move freely as a secondary animation.(Like a connected limb) Have the main "mandible" move like you imagine it would. While also being able to rotate the…
[ QUOTE ] Skull, good to see you here again. I can't help you with the Maya stuff, but I would like to hear how you recovered from your case of RSI. It's pretty often we see threads about it here, but it's always good to hear another success story. [/ QUOTE ] Hey Rob. I can't say I'm all better again, but I can work…
The website: Brooky Games presents "Alien Fish World" (brooky-games.webflow.io) This is a passion project, and while there isn’t a budget available for compensation, this is an opportunity to showcase your skills, and an opportunity to collaborate, driven by creativity and shared enthusiasm. If you're interested in…
Hey guys, so its been quite some time now since i last posted on this. I've got a few mech animations sorted including a walk cycle, a run cycle, idle and strafe left and right (the strafing isn't as good as i'd hoped) but these arn't much of importance for the final project. I've also got several animations of the gun…
Nitewalkr: thanks for the tips, I've done a few more animations and have placed more movement in the hips. I think I'm going to go back to weeble because I had a lot of fun working with him. These ones I'm pretty sure need more work. One really big problem I was having was when I was using Motion Flow, I couldn't get the…
Hi Everyone! Weforge Studio here, An independent game studio based in Sydney, Australia. We’re working on a horror title within Unreal engine 5 named Macabre We’re currently looking for an animator to work with us on a contractual basis to animate the main antagonist / monster of our game as soon as possible. Our model is…
Blender has some pretty nifty rigging and animation features. Not better than Maya's but certainly much more flexible than Maya LT's, possibly better than Modo's too since it has NLAs and layering. Blender has bendy/stretchy IK, spline IK, constant volume constraint, mesh cage deformer like Pixar used to use back in the…