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    Creating Animations for the game

    Hi everyone!

    I'm Nate Horsfall or in UT: "R.E.D." I'm a professional animator who has been doing work in the games industry for around 13 years at this point, quick sum up of my past jobs:
    http://youtu.be/B9V2mPc3HsU
    Resume: http://www.lightningarts.com/resume.html

    But! This thread is to get information about how to get started for UT animations.
    I have been trying to work behind the scenes with the Epic guys and find out how to do this, but they suggested I make a forum post about it. So I'll sort of go through my list of questions here.

    EDIT 2/1/2016:
    I have updated this post to be the most accurate process I know of for getting started. Previously it was asking questions.
    ONLY follow this for set up. The replies below are outdated and will confuse you.

    Software and tools:
    1. If you intend to use Epic's rigs, You need Maya 2014. This is what they are using internally. I would suggest everyone use that. But 2015 and 2016 does also work.
    2016 is supposed to give even better frame rate too. (So if you get 2016, share me some of that love will ya?)
    You can make your own rig but that process is much more complicated and someone else besides me would have to guide you.

    2. Download this folder:
    https://www.dropbox.com/s/yi2roffe9r...Build.rar?dl=0

    Two things about step 2: 1. Make sure this path is exact and don't change it. and 2. If at all possible, put this on a D drive. I bought an external specifically for it. If you don't have the tools on the D drive it will give you an error every time you open it and you'll have to re-point the export path every single time which is a massive pain.
    The path should be: D:\Build\usr\Jeremy_ernst\MayaTools

    3. All of the animation is using the ART toolset which is a plugin created by Epic that runs in Maya. Follow this instructional guide
    A.R.T.:
    https://docs.unrealengine.com/latest...ool/index.html

    But at the part where it says get: Engine\Extras\Maya_AnimationRiggingTools\MayaTool unsersetup.py, get that from the D:\Build\usr\Jeremy_ernst\MayaTools directory instead


    4. Also make sure you have the UT build from the website. Not UE4 as a general engine, but the specific UT engine. You'll need this to eventually get everything into the game. Though depending on what you end up making, there will be different processes to that. Just stick to Maya animations for now.

    Make sure to follow the videos about how to actually use the ART plugin because it's got it's own weirdness you need to be used to.
    https://wiki.unrealengine.com/Introd...iew_of_the_Rig

    5. Install the physx plug in, here:
    https://www.dropbox.com/s/7v7rcaguzm...21132.msi?dl=0
    This is apparently required because the dreads on Skaarj are using it. So even if you're not even animating him.. it will error at you. It will error a lot.

    6. Change your Maya Up Axis to Z
    Animation Preferences- Settings- Up axis Z
    If you forget to do this, you'll remember.. because the character will come in rotated 90 degrees

    7. Make sure before you start that you are using the Idle pose from the game!
    https://www.dropbox.com/s/o1q352y8sh...y_Rif.txt?dl=0
    Copy and paste this entire script into your mel window and hit enter.

    Alternatively, use this to start with:
    Rifle pose (most used idle. start here unless you specifically want something else)- https://www.dropbox.com/s/1jw72qlvhv...dy_Rif.mb?dl=0
    Pistol- https://www.dropbox.com/s/vdx0iof5gn...dy_Pis.mb?dl=0
    Dual Pistol- https://www.dropbox.com/s/srszn46f3c...dy_DPi.mb?dl=0
    1st person- https://www.dropbox.com/s/vm4lor7m9e...dy_Rif.mb?dl=0
    1st Person without gun- https://www.dropbox.com/s/ekpbl45vvj..._Nogun.mb?dl=0

    Here are some props I extracted: https://www.dropbox.com/sh/jqvlz7h05...surRJEnPa?dl=0
    If you want to use props you'll want to know two things.
    Get animSnap: http://www.creativecrash.com/maya/script/anim-snap
    because Maya's allignment tool is awful.
    Using the interface provided, set up the master as the right hand weapon bone and slave as the prop. then click the Q button on the interface (Q is for quick snap. No baking required)
    The prop will probably allign but be 90 degrees off. reset that to 0, then parent the prop bone to the weapon bone.


    Getting animations into the game:



    A note from Aaron:
    Anything that is new to this game I have placed here:
    \Content\RestrictedAssets\Animations\Universal
    Eventually everything will be organized in the subfolders you see in there. There are some stragglers left in that directory not in any subfolders until they get replaced with new animations systems. So if you see an animations in \Content\RestrictedAssets\Animations\Universal and then also see an animations with an identical name in a subfolder, the subfolder is the latest version. You can right click on any of these assets and export the file as an fbx under "asset actions". Import this fbx onto a rig using the import motion button in the A.R.T. plugin


    everything is exported as fbx. So keep that in mind. the ART plugin has an import export to fbx function on it which is great. However! depending on what you do we made need things in different pieces. An animation montage may need to be created, or a blueprint, and etc. But I think you need access to the source control to add these, so for now don't worry about it. I'll talk to Aaron and see his thoughts.

    And thats where I'm at so far. This really only allows for pretty basic stuff right now. Weapons and weapon props are still a bit questionable to figure out because of how they have to be set up in maya for that to work (alignments, constraints, locators! oh my!) But I've been chipping away at it with him.


    Extras
    Even after all these questions are answered, there are some specific ones that can apply to any animation:
    -Frame limits will eventually be required for things like locomotion especially. Taunts may be allowed more of a lengthy option.
    -Eventually different character types (Male, female, robot, etc) will need different animation types.
    -No Stylistic choice for the game yet. This is still being determined. Go realistic as possible but with extra flair where needed or wanted.
    -Eventually the game will contain facial animations. An example of this system Epic may end up using can be found here: http://jeremyernst.files.wordpress.c...ialrigging.pdf

    UE4 Animation doc:
    https://docs.unrealengine.com/latest...ion/index.html

    CURRENT NEEDS:
    Right now Taunts are the safest and easiest thing. There is a larger list, but I'll have to confirm internally what they want to open out to everyone. Taunts are great non destructive ways to practice and experiment with adding more character to the game.
    Within the taunt list you can do, listed in order of ease and current use in game:
    -Generic Taunts
    -Race specific Taunts
    -1st Person taunts
    -Looped Taunts
    -Emote (not a traditional taunt. But like a facepalm, cry, throw weapon on the ground, etc)
    -Weapon/Flag Taunts
    -Player interaction emote (interacting with another player. Hi five, bro hug, etc)
    -VO specific taunts (grab some old voice clips from the games and animate to them)
    -WHATEVER OTHER TAUNT IDEA YOU GOT!

    this is idea stage right now. Preproduction. Don't even worry about getting these as functional for the game. Just make em look cool/fun etc


    The End!

    Thanks to everyone answering these questions and helping us build a basic overview for people to get started with. I'm sure there will be more questions to answer, I'll do my best to keep this updated with information I gather. Thanks!
    LET ME KNOW IF YOU HAVE HAVE QUESTIONS
    Last edited by R.E.D.; 02-01-2016, 06:58 PM.

    #2
    Originally posted by R.E.D. View Post
    Hi everyone!

    I'm Nate Horsfall or in UT: "R.E.D." I'm a professional animator who has been doing work in the games industry for around 11 years at this point, quick sum up of my past jobs:
    http://youtu.be/B9V2mPc3HsU
    Resume: http://www.lightningarts.com/resume.html
    Currently I work for Marvel at Gazillion (Maker of Marvel heroes and Super Hero Squad Online)

    But! This thread is to get information about how to get started for UT animations. Because as many projects as I have worked on, contributing to UT is a dream if there ever was one.

    I have been trying to work behind the scenes with the Epic guys and find out how to do this, but they suggested I make a forum post about it. So I'll sort of go through my list of questions here.

    1. Software and tools:
    I have been told Maya is the program they use to animate in. Do we need a specific version? Are there internal tools which are needed? I saw that Epic themselves created a tool for Maya themselves, here:
    http://www.twitch.tv/unrealengine/b/574197020
    (Starts around 16:56).
    Video link by itself: http://vimeo.com/92601333
    Is this what Epic will want to use to create animations from scratch? In the video he says "you don't have to use this" But it's important for everyone to be using the same or at least very similar rigs when it comes to games. Which leads to..

    2. The Rig:
    What is the rig we are using to create for this game? Currently all the characters are just from UT3. Is the intent to use those as a base and modify? Will we be using the rigs from UT3 to start with and animate for that? or are entirely new rigs being created? It would make sense to me that they would keep UT3 as the base rigs and them build off that, but I do not know the internal plans, and the priorities are (rightfully so) on the other mechanics right now.
    If we are indeed using the UT3 rigs, where can I get them?

    EDIT: I found the rigs I believe here: http://udn.epicgames.com/Three/UT3Mo...m%20Characters
    But they are Max format, which makes this a bit more complicated if animations are wanted in Maya.

    When I visited Epic a few weeks ago, we talked about animating with props. Prop animations will require specific rigs because of how they link to the player and in turn how this is communicated to the game itself. On the game I work on currently, we use a lot of scale in-scale out trickery with multiple cloned objects in the scene, to make objects appear unlinked from players (such as tossing an object into the air and then catching it), but I would imagine that the skeleton itself will have to have these link/unlink switches in it, rather than objects appearing and disappearing. That probably reads confusing to anyone who isn't an animator. But hopefully tech artists will get what I mean.

    3. Getting the Animations to the game itself:
    I do know that UE4 wants .fbx files. But everything else is unclear. Naming conventions, exporting tools that may be necessary, etc.
    Is UE4 required in order to get the files into the game, or will Epic just take .fbx's?
    Essentially: After the animations are fully created, what is the process and things required to put it in game?

    4. Extras
    Even after all these questions are answered, there are some specific ones that can apply to any animation:
    -Are frame limits required (For movement, yes. But Taunts? maybe not?)
    -Will we want specific animations for characters? (The female moves differently than the male, etc)
    -is there any sort of stylistic choice we are going for in the movement? UT animations have always been pretty straight forward. Not mo-cap realism, but not really stylized either. Just checking on if there has been any discussion about that. Which is, lets be fair- an easier discussion after the character models are finalized.
    -Will there be facial animations? If so, will they be part of things like taunts? How will they work? Bone rig (most likely), morph shapes?


    The End!

    This is a huge dump of questions, but it's a fairly basic start. Normally these things would be posted in a design doc to the team so that everyone knows the process. If anyone knows the answers to this stuff, please chime in! I Don't know how many other animators are waiting in the wings.. But I'm ready to go.
    Hey Nate, Im not an animator but I would definitely check out our Animation page on our UE4 website. It might provide some clarity on some of your questions.

    https://docs.unrealengine.com/latest...ion/index.html

    Comment


      #3
      Originally posted by R.E.D. View Post
      EDIT: I found the rigs I believe here: http://udn.epicgames.com/Three/UT3Mo...m%20Characters
      But they are Max format, which makes this a bit more complicated if animations are wanted in Maya.
      I tried to see if I could take them into maya, but it didn't like it and wouldn't export the rig out of max

      I'd be willing to help out if the models were provided for Maya once they were built, about the feet though, wouldn't it be better now to have the feet position themselves based on what is under your feet, as opposed to just an animation?

      Comment


        #4
        Originally posted by R.E.D. View Post
        Hi everyone!

        I have been trying to work behind the scenes with the Epic guys and find out how to do this, but they suggested I make a forum post about it. So I'll sort of go through my list of questions here.

        1. Software and tools:
        Maya's great for its scripting and whatnot, but Max is fine if that's what you're more comfortable with. The UT3 skeletons are all effectively max bipeds in structure and naming convention.

        UT4 has built in animation retargeting tech, so as long as the structure of the skeleton is similar (not even identical mind you just close) motions can be mapped across.

        So starting with a UT3 skeleton or just a max biped would be a good place.
        OR if you use the unreal ART for maya to generate a skeleton, the major motions should transfer to human characters with little to no work later so you can at least start getting creative faster. It has a ton of good rig functions, and will be getting better over time.

        2. The Rig:
        What is the rig we are using to create for this game? Currently all the characters are just from UT3. Is the intent to use those as a base and modify? Will we be using the rigs from UT3 to start with and animate for that? or are entirely new rigs being created? It would make sense to me that they would keep UT3 as the base rigs and them build off that, but I do not know the internal plans, and the priorities are (rightfully so) on the other mechanics right now.
        If we are indeed using the UT3 rigs, where can I get them?

        EDIT: I found the rigs I believe here: http://udn.epicgames.com/Three/UT3Mo...m%20Characters
        But they are Max format, which makes this a bit more complicated if animations are wanted in Maya.
        The actual animation rigs are not available to my knowledge, the however skeletons and character meshes are.

        Two ways to get those as a maya compatable FBX:
        1: Open up the anims you want in the browser in UT4 , right click and select export to fbx
        2: I think I have those ut3 core characters in maya or FBX format on my home machine and can upload them here later tonight.

        When I visited Epic a few weeks ago, we talked about animating with props. Prop animations will require specific rigs because of how they link to the player and in turn how this is communicated to the game itself. On the game I work on currently, we use a lot of scale in-scale out trickery with multiple cloned objects in the scene, to make objects appear unlinked from players (such as tossing an object into the air and then catching it), but I would imagine that the skeleton itself will have to have these link/unlink switches in it, rather than objects appearing and disappearing. That probably reads confusing to anyone who isn't an animator. But hopefully tech artists will get what I mean.
        ... about the feet though, wouldn't it be better now to have the feet position themselves based on what is under your feet, as opposed to just an animation?
        The UT3 skeleton has several utility bones in it, actually a sort of utility subskeleton. One for the gun, one for each hand and one for each ankle. The hands and ankles are typically parent constrained to the wrist and ankle bones in the animated skeleton as a reference point for some real time IK offsetting that UE can do. So you make a flat run animation, and that gets adjusted and blended realtime to match the terrain based on some things set up in PHAT and whatnot. (Ie if you're just animating, don't worry about it too much. )

        The gun bone is also positioned via a constraint during animation, but can be moved around independently if needed. If you're using the Unreal ART for Maya it has some built in "space switching" functionality that makes setting up switchable constraints on things like this incredibly easy. In MAX you'd likely have to build it yourself, or have a TA type friend set up a keyable constraint switching system if you're not comfy doing it yourself. In engine the attachment(s) are all handled by virtual socket points, which are essentially parent constrained transforms/dummies/null objects that the engine can reference at runtime.

        3. Getting the Animations to the game itself:
        I do know that UE4 wants .fbx files. But everything else is unclear. Naming conventions, exporting tools that may be necessary, etc.
        Is UE4 required in order to get the files into the game, or will Epic just take .fbx's?
        Essentially: After the animations are fully created, what is the process and things required to put it in game?
        While I cannot answer for EPIC on this, they have said in their "how to submit stuff" thread that FBX's are good, and as much of the source files you can give them the better, I imagine for in house tweaking.
        The technical process for setting things up in engine requires building up an animation asset which controls the blending and transformation between sequences. Naming conventions are not likely going to be too much of an issue for custom characters since you'd be overwriting the anim set anyway, but there have been some conventions similar to skeletonName_motion_weapon_direction like human_run_rifle_fwd or some such.

        4. Extras
        Even after all these questions are answered, there are some specific ones that can apply to any animation:
        -Are frame limits required (For movement, yes. But Taunts? maybe not?)
        -Will we want specific animations for characters? (The female moves differently than the male, etc)
        -is there any sort of stylistic choice we are going for in the movement? UT animations have always been pretty straight forward. Not mo-cap realism, but not really stylized either. Just checking on if there has been any discussion about that. Which is, lets be fair- an easier discussion after the character models are finalized.
        -Will there be facial animations? If so, will they be part of things like taunts? How will they work? Bone rig (most likely), morph shapes?
        Frame limits: Not really. Staying practical for a twitch shooter is useful, but you can animate at 120fps if you like and set the engine to play it in .5 seconds if you want. The animations are imported and normalized at a 0-1 range (start to end) then the actual playback is interpolated along that range at the specified rate. I believe the engine assumes a 30fps default.

        Style: I'd love to know this also, but I'm guessing that the main anims should be fairly straight forward and generic since there will be so many varied characters using them.

        Facial anims: I asked this before. Tech wise UE can handle either or both (bone motion for the major displacement and morph shapes for the detail.. for what was done on Gears check this link http://jeremyernst.files.wordpress.c...ialrigging.pdf)
        It may be an approach to take here, as including facial taunts would be neat, but also raise the bar for community content later. However, having a universal head that could be distributed might lower that bar back a bit while maintaining quality.

        Hope all that helps somewhat. Obviously I'm not representative of Epic games, I've just been modded every UT game that's been released.

        Comment


          #5
          Vailias: thanks so much for that info dump! Out of everything you mentioned, the point about max vs Maya was most interesting to me because I personally have no problems using both, but have been frequently told to use Maya. Then I found the rig was in max and I was kind of confused about what to do about that.

          I wasn't sure how much Epic themselves were planning to change the rig or tech behind any of them, so I've been trying to find out right from their team, but it sounds like it's definitely best at least at this point- to simply use the UT3 tech and later on perhaps they can just transfer the data over even if they create new rigs.

          Joshua: Thanks for that link. I stumbled over it last night when I found the UT3 rigs actually, but didn't have time to really sit down and parse it all yet.

          JustAnotherguy
          :
          "I'd be willing to help out if the models were provided for Maya once they were built, about the feet though, wouldn't it be better now to have the feet position themselves based on what is under your feet, as opposed to just an animation? "

          Not sure what you're asking actually. I looked through my post a few times and I might just be blind, but didn't see anything about feet. Can you elaborate?

          Thanks guys!

          Comment


            #6
            Originally posted by R.E.D. View Post
            Vailias: thanks so much for that info dump! Out of everything you mentioned, the point about max vs Maya was most interesting to me because I personally have no problems using both, but have been frequently told to use Maya. Then I found the rig was in max and I was kind of confused about what to do about that.
            Welcome!

            In my experience the reason to use Maya has far more to do with making the TA/TD's lives easier than anything else. If a Max BIPED or CAT based rig is sufficient on its own, then it matters little.

            Comment


              #7
              Originally posted by Vailias View Post
              Style: I'd love to know this also, but I'm guessing that the main anims should be fairly straight forward and generic since there will be so many varied characters using them.
              You definitely want to stay as generic as possible for right now.

              [/QUOTE]Facial anims: I asked this before. Tech wise UE can handle either or both (bone motion for the major displacement and morph shapes for the detail.. for what was done on Gears check this link http://jeremyernst.files.wordpress.c...ialrigging.pdf)
              It may be an approach to take here, as including facial taunts would be neat, but also raise the bar for community content later. However, having a universal head that could be distributed might lower that bar back a bit while maintaining quality. [/QUOTE]

              We probably should wait for the new rig before we worry about facial animations but yes, we want them in there.

              Comment


                #8
                Originally posted by JoeWilcox View Post
                You definitely want to stay as generic as possible for right now.

                We probably should wait for the new rig before we worry about facial animations but yes, we want them in there.
                Ah so you guys are going to make a new rig. Cool.
                Do you expect to be able to transfer over animations from UT3 rigs, onto the new ones? Or is the plan to be redoing things from scratch once that rig is ready?

                I'd imagine we'd want to reuse as much as possible, But just checking. Thanks for replying, Joe!

                Comment


                  #9
                  Hi R.E.D,

                  and i bet, your experiences are certainly very useful here ! 11 Years ! cool !
                  i am happy about some Guy's like you that will surely be able to keep up one
                  the UT's those with UT99 with the today's techniques..
                  i am happy and looking forward about what comes there, uhh..
                  (sorry for my bad english)

                  and an warm welcome ))

                  best regards
                  blacky

                  Comment


                    #10
                    Hey Blacky, thank you for the welcome!

                    There is a huge amount of talent piling on for this game. I hope I can help add to it all. I am incredibly busy with both my day job and then many many other side projects, but I hope to get started creating this for UT4 very soon. Help from people here has definitely sped that up considerably. Cheers!
                    Last edited by R.E.D.; 10-17-2014, 05:29 PM.

                    Comment


                      #11
                      Originally posted by JoeWilcox View Post
                      We probably should wait for the new rig before we worry about facial animations but yes, we want them in there.
                      Fantastic. I seem to remember hearing that facial rigging was on Jeremy Ernst's roadmap for Unreal ART improvements after he finishes upgrading it to a fully(mosltly?) modular workflow.

                      Comment


                        #12
                        If you need an animation rig for the old UT3 male character, I have one available. It's really old though but should be enough if you don't want to rig it again. Note that I haven't tried exporting any animations with it for UE4, but it should work after a few tests.

                        http://www.moddb.com/members/inactio...animation-rigg
                        Denny from UDK/UT3 forums

                        www.dennylindberg.com - Specialized in character rigging and animation with Maya

                        Comment


                          #13
                          Originally posted by Denny View Post
                          If you need an animation rig for the old UT3 male character, I have one available. It's really old though but should be enough if you don't want to rig it again. Note that I haven't tried exporting any animations with it for UE4, but it should work after a few tests.

                          http://www.moddb.com/members/inactio...animation-rigg
                          Thanks Denny! I have a few different methods to test before I know if I need that or not, but more options are always better. Appreciate the help.

                          Comment


                            #14
                            Hey guys,

                            Finally had some time to look over all the options.

                            In MAX:
                            http://udn.epicgames.com/Three/UT3Mo...m%20Characters
                            These characters all contain a biped as well as a skeleton, but the skeleton itself doesn't seem to be moveable (or maybe it's locked in a menu I didn't catch). I actually used Biped for years and legitimately like it. I know lots of people have huge problems with it, but if this is safe to use, I can very easily start with that. Vailias, you'd commented before that this may be perfectly fine to start with. So I may just go right ahead and do this. I'm going to try and see if Jeremy has any thoughts on that though. He may not be behind whatever the team uses for UT4, but he certainly knows these pipelines in and out.

                            In Maya:
                            UT3 rig Provided by Denny (Thanks!)
                            http://www.moddb.com/members/inactio...animation-rigg

                            I opened this up in Maya 2012 and it seemed to survive the upgrade. Nice controls to use on this rig. If I was forced to use Maya rather than Max, I could definitely work with this.


                            A.R.T.:
                            http://jeremyernst.com/portfolio/201...igging-toolkit
                            I haven't yet played with this at all but I'd love to get any thoughts from people who have. And presented with all these options, would you say this is the best option to use since it is the newest and most likely what UT4 could end up using? Or do you expect UT4 to have something much simpler?
                            The only catch for me on using this is requiring a subscription to UE4. I don't really like the idea of creating animations in something I may frequently lose access to due to not needing a subscription or just having it lapse over time. Whereas my access will always be there in base Max and Maya.


                            Vailias, I saw you already made a rig and started animating with it. I am assuming you made it from scratch yourself. If you did, was it based off any specific skeleton? Such as the UT3 one? Or did you create it based around what would be the best for that character specifically, and just expect that it will transfer fine to the UT4 ones? Or maybe neither of that. Maybe you are just creating that custom character for yourself and intend to just run through the suite of animations needed, regardless of what Epic creates? I'm curious on your thought process since you're the first one actually up and running so far.

                            I should mention that my hopeful intent is to create things that, if people like, can be ported over to UT4's new rigs. I'm not personally out to create brand new characters separated out from the pipeline itself. My goal is really to hopefully not completely throw away anything I end up doing for these early stages without the new rig. I figure since they're already using UT3 stuff in UT4 now.. there is likely some transfer that is going to go on, but I also understand it may be too early to really answer that.
                            Last edited by R.E.D.; 10-23-2014, 05:46 AM.

                            Comment


                              #15
                              I built it using the ART, but its also based on the UT3 skeleton in that there are additional bones for the in engine IK system, and specific bones for the tail, tendrils, and jaw.

                              And yes I'm intending to make an entire animation set since the motion of a tailed biped isn't quite the same as a standard human. I'm also hopeful I can transfer at least some of the motion to a digitigrade skeleton for use with the Gen Mokai if someone winds up building them. They seem to have at least a cult following.

                              At one point Chris Perna mentioned he'd love to see multiple skeletons in the game (for differently laid out bipeds, and perhaps non bipeds) so I started that route as I was building a Skaarj anyway.

                              Additionally, with the subscription thing, You don't need to keep it active to use the code. You can subscribe for one month, grab the engine and associated tools, and download them. You can still make content with a lapsed license, you just cannot update your codebase.

                              If you want to make things that will port over to the base skeletons so far shipping with UT4 then just use a max biped. The internal animation retargeting system works quite well.
                              I wound up reworking the skeleton on the skaarj a bit but the idle animation I created on the first version still plays just fine with the second generation skeleton since the hierarchy matches.

                              And to your other question: I don't think that the ART is "the best" but it is a solid set of rigging tools for bipedal characters that saves a lot of time from doing your own custom rigging in Maya. I could likely do the same.. or most of the same things without it, but it would just take longer as I'd need to setup constraints and multiple chains and controls etc. But really, its equivalent to a custom rolled version of Biped and or CAT, since maya doesn't have those built in.
                              Last edited by Vailias; 10-23-2014, 01:09 PM.

                              Comment

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