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Author Topic: Character Rigger needed - PAID  (Read 1383 times)
DavidAWinter
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« on: March 29, 2009, 08:48:21 PM »

Greetings.

I have a character ready for rigging, but no time to tackle that task. The character is a North American football player built in TrueSpace 6 and ported to 3DS Max 2009 for animation.

I need this character rigged with the stock 3D Biped (sized/scaled to fit obviously). This is a paid contract, but please be aware of the subject matter. You must have an understanding of how humans move while wearing football equipment and a uniform. Shoulderpads don't move, knees pads don't wrap forward, etc...

Pease contact dave@wintervalley.com with your quote or questions.

Thank you
David
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Lenn
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« Reply #1 on: March 30, 2009, 10:19:31 AM »

Depends on how the model was built, how the polygons flow, etc. Perhaps the model isn't even built to achieve what you want in terms of rigging, and would need to be remodelled. If the verts that separate the shoulder pads from the rest of the shoulder aren't separated uniformly, it would look wrong. Plus, if you wanted such detailed rigging to have the shoulder pads not move while he is running, you are talking something that is barely visible, and the model might not even be high enough resolution for that (polycount). That kind of detail needs a lot of bones too, and that can mean your characters will be CPU intensive while animating - so another thing to consider would be the bone count.

I would normally offer help, but I'm in a serious rush to get my project back on schedule.

You should post this on some cgi forums too.
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DavidAWinter
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« Reply #2 on: March 30, 2009, 12:44:22 PM »

The model was built for rigging. I've been modeling for years I just don't have the time to do the rigging on this one. The model is about 2800 polygons so should be fine. It's a single mesh, no separate parts. If someone couldn't rig this without needing to remodel it, then they wouldn't be someone I'd want working on the project.

Moving shoulder pads in a football game are extremely noticeable. Players do more than run, so while they may not move around while running too much, when they're tackling, or doing something else, the pads can't deform. Making shoulder pads not move is hardly detailed rigging, you just set the vertix around that area to rigid rather than deformable. That's actually not the hard part. The hard part, for me anyway, is the butt area. When an athlete bends his legs the backside deforms in a specific way. I've never been able to get my models to bend properly.

The number of bones in the 3DS MAX Biped is less than what I'm currently using in my shipping game. There's no problem with frame rates.

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Hypnotron
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« Reply #3 on: March 31, 2009, 10:38:09 AM »

probably does not help but i ran across...


http://www.turbosquid.com/FullPreview/Index.cfm/ID/308264
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DavidAWinter
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« Reply #4 on: March 31, 2009, 02:30:55 PM »

Yeah, I saw that ages ago. Fairly poor model in my opinion. 6400 polygons?? The UV on the helmet is very restrictive. And it doesn't really look like a pro football player. It's why I chose to build my own.
« Last Edit: March 31, 2009, 02:34:28 PM by DavidAWinter » Logged
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