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15

It's easier to model because there's separation between the limbs and body, and the bits that need to stretch when animated are already stretched - so they get modelled and weighted correctly. Same reason you'd model a hand as open and fingers spread, rather than modelling it as a fist. Oh, and as far as programmers are concerned, we don't care. It'll ...


14

As far as I know, this is because the humans centre of mass is near the pelvis. This is just a convention, but almost everyone does it. But it makes sense to choose a point that is at the middle (not a foot for example) and doesn't move too much. Let's say you choose the foot as root. If you want to do a walk animation, you'll move the foot and everything ...


10

As for the reasoning behind the pose. There are three. Any left/right symmetrical pose simplifies modelling time as majority of the model can be built in half and mirrored. Saving asymmetrical details until the end. Same goes from the skeletal data, which can be left entirely symmetrical. Which allows for mirroring of animations if needed. Finally a pose ...


7

My view is that things are changing often. People get better, and people fall behind. The best place to look for reference are the people who are kicking ass at whatever you are interested in. Lately, the traditional static TPose has been less favoured due to IK/FK and other animation problems when rigging in such a rigid position. Here is a great ...


5

Keep in mind I had this problem over 2 years ago and I have since moved onto Unity 3D. This is more of a conclusion than a solution. The main problem was that moving the bones did not move the mesh. I used Cinema 4D to model and rig the model and exported as fbx. There are many fbx export options in C4D and I tried many variants with no success. Here are ...


4

I'd expect that they are no costlier than a standard bone to most game engines. The way animations are normally exported is by storing the transform of each bone for every frame of animation (with some optimizations to save on storage space). The standard skinned animation limitations in game engines tend to be: A maximum of four bones influence each ...


2

Actually you want to use Skin not Physique. It's mainly in there for backward compatibility with character studio from years ago. Max: Rigging tutorial


2

Generally this is done by loading animation data (built in a modelling/animation program like Maya) along with your model and reading the transformation and rotational data for each bone in a rig from there. This is commonly called skeletal animation. Instead of loading the data from pre-baked animation files, you can adjust the bones procedurally (this ...


2

Rigging will save you time in the long run. You don't have to get fancy with constraints or IK chains. Just slap in a basic skeleton and let the automatic weighting do its job. Any later adjustments can be done a lot easier if you've used a rig, and animations on rigs can be transferred between characters if you reuse the same skeleton. The other option is ...


2

Parent an empty object to the hand bone and use it for swapping and holding props. Whenever you pick up another object, create it at the empty object's position and parent it to it. This way you can keep your animations you did with Blender and just replace the props in Unity.


2

I FINALLY FIXED IT Being a scrub to the Maya Hyper-shade panel. I did a load of research and found out it was due to my file type of the texture; I used a PNG and it caused the model to conflict with it's alpha opacity causing it to, well, be translucent. Thank you for all the feedback and I hope this solves anyone else's problems in Maya. All opaque ...


1

It depends on the bind method. Go into the ANIMATION menu set and select SKIN > BIND SKIN [options box] - and tell me which bind method you have selected. I can then tell you how to weight your skin! :D By the way, your joint placement is fine.


1

Select all bones - delete all bones. Select all weight maps - delete all weight maps. If anything else remains, is it related to rigging - delete it.


1

It seems like you have many different meshes in the model you're exporting. Typically when you export a model, there will be a single mesh even though it may have physically separate parts. The crux of your problem being that animations work on a per mesh basis, so because you have 25 different meshes you're given 25 different animations. Take a look at this ...


1

No. Your 3D model MUST have bones of some kind in order to tell the game engine how it should move. Bones also include optional scripts, ik chains, etc., in order to tell it how to move around. Think of it in real life - without bones your body could not move at all. Same concept here. :D


1

Well, firstly, are you sure that your bones are correctly connected to your mesh(es)? If you move the bones around in Blender, do they deform the mesh as expected? 2nd: I'm no expert in XNA, but if it doesn't manage to import skinned meshes properly (i.e. take into account bones deformations), what you can do is make your animations in Blender (using bones, ...


1

The Unity Mecanim animation engine uses the concept of Root Motion to drive it's animations (assuming the animation contains the appropriate data). If you'd rather move/rotate the gameObject yourself then you can disable an animation's root motion in each individual animation during the asset import process in the 'Animation' tab. That would allow you to ...


1

The animation data provided by the assimp library is expressed as absolute values, relative to the node/bone's parent; you just set the translation/rotation/scale specified by the animation directly on the node or bone being animated -- don't try to "combine" it with the initial orientation or any other value. More detail in the assimp library ...


1

Yes. You can export the "rig" into its own file, so you can import it into any other character files as necessary. To do this in a clean way: Make sure the rig is detached from any meshes, and skins are unbound. EDIT: make sure this rig is independent I.e. not connected in any way to any meshes or character objects in the scene that you are exporting it ...


1

Your model is not rigged correctly, you need to further weight paint the model. For that you should set the object interaction mode. You can do this in the 3D view's taskbar where you can also switch between object mode/edit mode, etc. There is also a blender stackexchange now, you should go there if you have further questions, you will have better chances ...


1

I believe it is pretty common to use a bone just to represent the weapon, and pull the rotation from that. Alternative you would keep an extra vertex so you can determine the direction. Depending on what they are holding you might be able to use a fixed rotation from the hand's bone rotation.


1

The space or no-space between joints/bones are just cosmetic, and should not pose a problem. The placement of the pivot is the most important factor, it determines the origin of the rotation and should be chosen carefully. I think you'll be fine. The mesh on the other hand seems very dense, it can affect performance greatly, especially deforming meshes.


1

You don't mention how your source animation data is constructed, so I'm going to have to be a bit vague about the details. From your input data you should be able to construct both the bind pose and animated pose matrices for each bone in two different coordinate spaces: world space (absolute position and orientation for the bone relative to the world ...


1

Sorry the bones joint things in Mudbox are not exportable, they aren't real bones like the bones are in Max or Maya, mudbox joints are more like the deformer modifier in 3ds Max. Sorry its not that u are missing anything its just how Mudbox works sorry, I also tryed a similar thing but it didn't work for me either. So don't worry.



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