Posts Tagged 'design'

Rigging for Retargeting in Unreal Engine

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Unreal has a specific joint naming convention that will speed up retargeting animation if that is part of your pipeline.  You would do well to rename your skinned skeleton to match Unreal’s naming convention.  I have listed the naming convention below.  As naming conventions go, its not that strong.  You will notice that it does not follow traditional naming convention rules in that there is not a standardization in capitalization but whatever.

Center bones:
Root
Pelvis
spine_01
spine_02
spine_03
neck_01 – one might assume that because this ...

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Copper Rigging Test

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This is a 360 render of a character I have been working on for a platform game asset.

This is the first render after implementing a new rigging script I created for setting up a human character for use in Unity.  This was largely done to test out posing the rig.  I ended up with a pretty sweet product so I decided to post it.

 

Modeled and rigged in maya, rendering in Arnold.

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