But that is because is not done correctly in Max either.
On 4 Mar 2015, at 14:53, David Saber davidsa...@sfr.fr wrote:
A world devoid of rigging is the world of Max's Biped... I know a lot of
animators who are really happy with it! But when you come from Softimage of
Maya, it's shocking.
Somthing like gear is pretty good, and i'd love to see how kraken is
developing.
On 4 March 2015 at 16:16, Jordi Bares Dominguez jordiba...@gmail.com
wrote:
But that is because is not done correctly in Max either.
On 4 Mar 2015, at 14:53, David Saber davidsa...@sfr.fr wrote:
A world
I agree, rigging as an specialization will be replaced by tools in the next
5-10 years (and riggers will move to development or other disciplines).
We have already seen several algorithms to create armatures based on the
mesh shape, there are tools to convert delta mush like deformations to
I agree, rigging as an specialization will be replaced by tools in the next
5-10 years (and riggers will move to development or other disciplines).
We have already seen several algorithms to create armatures based on the
mesh shape, there are tools to convert delta mush like deformations to
Some more comparisons..
http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/
On 3 March 2015 at 21:49, Perry Harovas perryharo...@gmail.com wrote:
Thanks everyone.
So (just to be clear, because i don't think I was) I was trying to get
vertex level animation (not morph
A world devoid of rigging is the world of Max's Biped... I know a lot of
animators who are really happy with it! But when you come from Softimage
of Maya, it's shocking. I still think a custom rig is better.
David
On 2015-02-27 11:11, Jordi Bares Dominguez wrote:
Rigging should not exist in
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