that kind of security just begs to be hacked. And the stuff I'd want to share with folks for the book shouldnt be all that big a deal. For example, I can have people email me with the word on page x, paragraph 3, line 4 or something like that. Unless I'm being bombarded with folks wanting the files! Then maybe some kind of system might be warranted. lol
In the books I always give a plug to simplymaya.com as a place I can be reached for questions, so if you or anyone else does have questions about any of them, feel free to ask here at SM!
the model is great it really is. I think you should adjust the pose just a little to accomadate more sexiness in the character. The ideal pose for this I would suggest is that of Angelina Jolie from the TombRaider 2 movie Poster. Shes got a silver wet suit on (I think)
Im a real stickler for poses of characters, my colleagues in our office will tell you. I usually end up redoing 90% of them on the girls as they end up standing like rocks or men!!
On this one here of yours, her left leg could go back a little more
and also centre it thru the middle of the body where balance of gravity would actually be. It would help sell it more as you already have the hip slanted, jus tneeds the legs working on
I bought "The Game Animator's Guide to Maya" a few weeks ago, the main reason being I wanted a rigged female character to practice with and and for some animation scenes / ideas.
I'm only at a novice level with Maya, so I'm trying to figure out how to make some modifications to the rig. Any suggestions you can offer would be great.
1) Eyes - I'd like to rig eyebones / lookat to the eyes. I'll look at some of the other free rigs I have for ideas, I also have Jason Osipa's "Stop Staring" that shows eye-rigs which I can also use.
2) "Move all" control" - I added a nurbs circle and parented everything to it (by MMB dragging in the outliner onto the Nurbs circle). When I select and move the circle, the joints move along ok, but all the meshes are moving "ahead" of the joints (in Z). I tried parenting the meshes to the "transform3" group, but that didn't help.
Hey man i bought both your books and i like them a lot,
i use your book(in combination with some other books) as a refference for animating a character(yoda-i've posted him right here in the w.i.p. section-).I hope you don't mind me asking but i've a question about blendshapes;
is there a way to delete history without removing the blendshape, because i can't move blendshapes up in the hierarchy in the deformation order(it just won't move up)and my geometry pops and sizzles if i put certain sliders all the way up. :headbang:
I've combined the mesh and merged the vertices(if i don't merge them the edgeloop around the neck area doesn't smooth)
I was thinking of making the entire body blendshape,which will slow down the system quite a lot i bet, so if you know something better it would be much appreciated if you would share that valuable knowledge
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off