Brundlethwaite profile
Brundlethwaite
Brundlethwaite
I am an animator and game developer
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  • I may eventually add tiers and perks but it is still to early in the
  • games development to promise anything.

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Brundlethwaite

The rig can be simplified by removing functionality that does not apply to the rig itself. In thi...

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Brundlethwaite

The controls and weights do not have to be generated at the same time as the rig. We have stored ...

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Brundlethwaite

In order to create a cleaner and more usable setup for the rig we will turn it into separate HDAs...

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Brundlethwaite

There is a lot that can be optimised with this rig. Here we organise our information and export p...

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Brundlethwaite

Exporting blendshapes is incredibly complex. Here I set up a scene for export and try to create a...

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Brundlethwaite

A setup for a cartoon spine using modelling nodes.

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Brundlethwaite

The first milestone for the rig will now be completed. We add a basic user interface and now have...

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Brundlethwaite

We finish the export system and I test that it is working by exporting to unity.

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Brundlethwaite

Here we set up the insect materials so that they will be recognised when exporting as . fbx.

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Brundlethwaite

The mesh can now be exported so we will need to add the features needed for export. We will be st...

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Brundlethwaite

In this video we add weights to the mesh to so that it can be deformed by the skeleton.

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Brundlethwaite

We have added a global and local control setup to the insect and now we connect the skeleton to t...

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Brundlethwaite

We can now start working on the head and abdomen. We will start bet making the controls. Sorry I ...

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Brundlethwaite

This is a very basic IK/FK matching solution. It is not the most intuitive system but it is quick...

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Brundlethwaite

In the last video we created the IK solver for the leg. We now attach FK controls and create a so...

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Brundlethwaite

In the last video we created the IK solver for the leg. We now attach FK controls and create a so...

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Brundlethwaite

In the last video we created the IK solver for the leg. We now attach FK controls and create a so...

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Brundlethwaite

In the last video we created the IK solver for the leg. We now attach FK controls and create a so...

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Brundlethwaite

There is no default solver for chains with more than four joints in KineFX so we will be creating...

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Brundlethwaite

from 04 Jun, 2021

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Brundlethwaite

Here we add the solver for the characters center of gravity. The character will now follow the "C...

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Brundlethwaite

We have setup the scene for the rig and I will now cover the finer details for the skeleton and t...

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Brundlethwaite

Here I setup the HDA and scene for the rig.

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Brundlethwaite

There are some final controls that I add to the skeleton. The skeleton can then be exported.

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Brundlethwaite
Public post
KineFX gives us a far more flexible rigging and export pipeline than the object based rigging system. This system gives us a lot more control but this means that the initial setup is less intuitive than the old export process.

This is a very basic overview I cannot go into any of the real advantages without the context of a full rig. 

https://youtu.be/mUjxb3hFWwU
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