Oh no... (Wallpaper Animation Update)
Added 2017-09-21 20:30:06 +0000 UTCTL;DR down below!
Alright! So the environment is finished for one of the wallpaper engine animations (the one with Krystal looking out to Corneria).
I did a test stream yesterday (for, like, an hour) and ran into a major issue. I started the animation process for Krystal and discovered one hell of a problem I never anticipated.
When I ported the model from SFM it also came with the rig (Valve Biped Bones). Well, I never expected it to come with the PHYSICS as well. What does this mean? I'll animate her tail and the physics will play first and then the hand keyed animation (leading to very oddly loopy looking movement). I legit have no idea why the physics aspect came over to 3DS Max (especially since I specifically left it out when porting).
What am I going to do? Well, I may do something drastic and that is to do this.
The Krystal model is rigged to work with her body and the suit on top of it. My plan is to make 2 seperate copies of the model- one with her nude, the other with her suit and only some of her body (the visible parts like her neck and hands).
This will be done because, sadly, I will need to re rig the model myself. This is more because of the fact that the Valve Biped does not IK on it (something that makes life easy), but also because the rig has physics.
This shouldn't take too long... I'd expect the rid building to take around a month. For this project I'm not going to go hardcore on the rig since there isn't much movement from Krystal. But, I will go hardcore for her nude version and for her clothed version later on.
So that's been postponed for just a little.
TL;DR!
- Environment is finished
- I did a test stream and (sort of) wasn't a fan because of the issues I had with 3ds Max (I will try it again sometime later, maybe today)
- Current rig has physics (bad)
- I will re rig two copies of the model (a nude and a clothed)
- the new rig will have IK and no physics