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fbx exports were pissing me off cause of the weird results it gives on bending on limbs and well, everything that rotates. so i got aniMate2 for daz which lets you export a vertex cloud which means you get what you see right out of daz. now daz has this nice system were it holds everything in the right place and now we can have that in any animation we make.

just look at the big difference on the shoulders it gives, but there is downside to this workflow as well. since its a vertex animation and not a skeleton/bone based animation, things like physics or rotating eyes inside unreal are going to be a problem. not impossible but i have to do some more testing to figure out how to get that working again


update: pfff, youtube put an age restriction on this vid, so you will have to watch it on youtube.

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