smgreenfield wrote:Sorry if this has been published before, but can you explain the workflow used to CREATE the actual "actors" that come with FF? What application were they generated with? How were they prepared and then exported into FF?
Modeling and rigging, however, are not skills that one just picks up, but generally take intensive training and years of practice to become good at.
smgreenfield wrote:I'm guessing it's not specifically YOUR skeleton and head that's required, but rather specific part / field names that must match? What detailed skeleton info is needed to convert other models to
work with FF once imported via FBX?
No, it's not even that UNLESS you want existing poses/relationships to work with the new characters. Otherwise you can use any skeletal/naming structure you like as long as the models meet the following conditions:
smgreenfield wrote:No, it's not even that UNLESS you want existing poses/relationships to work with the new characters. Otherwise you can use any skeletal/naming structure you like as long as the models meet the following conditions:
And IF one wishes to use existing poses/relationships? Are there skeletal naming conventions that must be obeyed?
Very helpful, thanks.
niverik2k wrote:I realize that this is a really old thread, but i didn't want to restart a new thread.
niverik2k wrote: I am familiar with rigging, where can I find a copy of the standard armature or armatures?
niverik2k wrote:Are the children's one different from the Adult armature, etc?
niverik2k wrote:Should I model anything for the head at all, or will facegen do it all?
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