so my friend finished rigging my character, but its not all under one root joint. The shoulder are separate, and the rig use parent constraints. Is there a way to import this rig as an animation to unreal engine? :c Can i bake the animation and just export it as an fbx to unreal? (i mean technically still using the same…
What are some rig features or controls that you find useful, or make your work easier? Especially uncommon ones you wish more rigs had. Conversely, what are some rig features/controls/setups that drive you nuts and make your life difficult? For example, I find it's nice to have the rotation order as a attribute in the…
the links to download these rigs seems to be broken, anyone have these downloaded and able to share? thanks! https://steamcommunity.com/sharedfiles/filedetails/?id=187943419 I want Broodmother specifically if you just have separate rig files. Cheers!
I created a Vehicle rig for a recent project so this is quite easy. You can just use some nulls and link the geometry to them. When you weight the geometry (skin) it you can get away with a cleaner file structure, so deformers and mesh can have seperate hirarchies. There is no need to work with "bones". Just use a bunch of…
Hey guys, So i finished a rigging a model in Maya and was wondering if in the future I wanted to use the same rig, how can I do so on different models? I mainly model in Zbrush and was thinking to export to zbrush model the existing mesh and bring it back and while retaining rig but it dissapears... Is there anyway to save…
I say this because I was once in your place... CAT is pretty decent and very flexible, but you do give up some freedom in order for the system to function, it's that way with all automated rigging solutions. There always have to be rules for a procedural motion system like that to work. It's nearly impossible to design an…
Considering that I am supposed to make real-time game characters, I did some research on how rigging was done for them. I found catwoman model with its rig ripped from one of the batman games. Number of bones in around 100. Considering nature of batman games I find this impressive given the number of enemies on screen at…
Biped is a fairly closed system that can animate bipedal characters, it has some support for quadrupeds but there are other tools that are much better and more flexible. Biped is rock solid because it operates inside of a set range of parameters. It knows what it can do and refuses to do anything it can't. It is also…
I started finally animating and realized I forgot the squash n stretch movement for the neck/head (think spring). The issue is the head twists, the neck does not. So in other words I need a squash controller starting from the head, but have the twisting motion as a separate controller. First Rig: Green Dummies and the…
I'm curious how you'll solve modeling all those ropes - this certainly needs some planning. Maybe start out with more geo and then move up to planes as you reach the top? Will players be able to climb up into the rigging? Which I think would be extremely cool and different from most "ground bound" ship maps you encounter…