@RealRamteen Thanks for the kind words. As far as I know, the PV constraint’s major output is to the pole vector attribute on the IK handle. For a node setup, the trick would be figuring out if that vector is an aim target or an aim direction, and whether it should be in world or local space
@KielFiggins Unreal splits it into two parts: the skeleton (more or less just the bone hierarchy), and the skeletal mesh. Any number of differently proportioned skeletal meshes can use the same skeleton. The only thing that must match 100% are the names & relationships of the bone hierarchy
The lesson I learn with rigging time and time again: Keep it simple. Knowing when to use a complex system with simple controls, or a simple system with simple controls. Sometimes one control + one joint gets the best results
@infinitisirrena That’s how I feel about convert mask to transparency (and back)! Trying to be patient since it’s officially still in beta. Gotta believe he’ll get to it!
@RitaRigs “Choice” node for any kind of switch. Untyped inputs let you connect worldmatrix or vector or Euler, whatever you need (should probably stick to the same type per node though), VectorProduct to easily get any vector relative or removed from any input matrix
@RitaRigs@duncan_rudd Adding to this is the full xyz Euler version, animBlendNodeAdditiveRotation. Set “accumulation mode” to “by Layer Cumulative” and it works like a weighted matrix mult for rotations! Make two with inverted weighting to dynamically distribute a single rot to parent & child joints
Orcs Must Die! 3 has arrived! You can pick it up and play on Xbox One, Xbox Series X|S, PlayStation 4, Playstation 5 via backwards compatability, Steam, and with streaming via GeForce NOW.
Remember, it's all about one thing: Orcs. Must. Die.
This thread @RafAnzovin@Foofinu@bclark_cgchar ;) rig speed the cause of curve-itis or something more sinister!!! They all need https://t.co/B8VWtGVgH0 We Don’t Need No Interpolation: Character Animation with Dense Animation Data #animtip
@riggingdojo@with_undo I see a lot to love in a workflow like this, but my first stumbling block is that you can’t do simple tweaks or add new anims without needing to re-compute the whole skeleton. Dem Bones was fast the few times I used it, but what about for a huge set of anims on a complex mesh?
My first post on orbicularis oculi for #melFACSmonday is LIVE. https://t.co/fY1B2E5jHI
Basically just sacrificed my vanity to provide high-detail GIFs & close-ups of my wrinkles and pores. 😬😬 In the name of art, science, and education!
#facetheFACS#FACStotheFuture