Showing posts with label rig. Show all posts
Showing posts with label rig. Show all posts

Monday, November 25, 2013

3DS Max biped twist links inside of Unity 3D




For a while now I’ve had a problem using the 3DS Max biped inside of Unity. Specifically twist links and how they would always react badly when imported into the engine. While the rest of the rig would animate like normal, the twist links themselves would fly all over the place. The only solution I could ever find was to just not use twist links at all for my Unity projects.

Recently I found out how to fix this issue. If you rig your character with twist links and then go into Max’s Schematic View (up by the curve editor) you will find that the twist links, as they appear in the tree diagram, are not linked correctly. Somehow they are able to animate perfectly fine inside of Max, but once they are imported into Unity, the FBX reader looks at the links from the schematic view and animates the bones accordingly (which makes the twist bones fly all over). All you have to do is reorder the links in the schematic view. The hand links to the forearm twist which links to the forearm which links to the upper arm which links to the upper arm twist which links to the shoulder. After this is reordered, the animation continues to play fine in Max but now also works perfectly fine inside of Unity.

I found this info really exciting! I’m happy that I can start using twist links again because it was a real pain to work without them. Hopefully this can help someone that may be running into the same issue.

Saturday, June 2, 2012

Boy & Dog

Finally finished these guys up. You can check them out in more detail here
 They both turned out pretty good. This is also the first time I've gotten Marmoset Toolbag to work out well for the final render. I plan on using it for the final shots of all my stuff from now on. The biggest problem I had with Marmoset in the past, I've found, is I've always forgotten to export my .obj meshes "with" their normals. Because of that, the models always showed up with unsightly seams that I couldn't get rid of. All I had to do was remember to check "normals" in the exporter and BAM, the models come in looking great!
Toolbag did crash numerous times however while trying to apply materials and stuff, but that's probably due to the size of materials I was using for this character (2048). I probably could have scaled those down to much smaller and it would have looked just as good.
Also! When working with Marmoset Toolbag, remember to flip your Green channel on your normal map. I learned that from working in Unity 3D and it's the same in Marmoset, so I'm assuming a lot of engines need that done as well. It's kind of a pain though because 3DS Max doesn't need the normals flipped so I basically have to created two separate maps.
This project is also the first time I've made one of those cool little turn table environment platforms for a character! I think it turned out alright. Making dead dandelions is hard though. They could have turned out better, but overall, I think it adds to the piece nicely! I plan on making one of these for all of my characters in the future.

And so starts the month of June! My goal of making a character a month is going pretty well, to my surprise. The boy and the dog took about a month (started on April 20th). The next project is the leather suited, spy girl! I mentioned in my last post that I'm planning to add some more armor type pieces to her suit. Here's some roughs I did the other day: