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.
neck_01 – one might assume that because this ...
Importing and skinning clothing/hair in Maya::
As per usual Autodesk documentation on this is abysmal. The following explanation of the absolute flag is taken directly from the Autodesk website:
Perform an absolute operation
Are you kidding me Autodesk? That’s bush league man! You couldn’t get away with that in 3rd grade. You get an F!
So I did extensive research and experimentation with the move command and as I did so I wrote out my notes, and here they are, you are welcome.
First of all, translating an object uses ...Continue Reading →
This script will setup an fk/ik and driven rig on a humanoid hand.
Here is a link to the github page on which it resides:
It is a zip file that can be downloaded and then extracted into your my docs maya folder.
The zip will install the scripts and the assets the script uses.
Here is a youtube video on it:
Please let me know if you need any help with it.Continue Reading →
This is a narrated screen capture of my workflow addressing final rigging concerns and animation for a walk cycle created in Maya for export into Unity. Please note! This is not necessarily a tutorial. It is more like looking over my shoulder as I work during a crucial phase of development. I am doing a final pass through my rig testing it for problems. I happen to be doing this by creating a walk cycle. You could definitely use this ...Continue Reading →