Yeah, after using hours of my time going through everything, I figured I can't be the only one wasting my time looking through everything like this, so here's the quick demo of everything for anyone looking to see what's there - 3D Text: 0:00 Animate In: 28:52 Animate Out: 1:01 Blurs: 1:16 Curves & Spines: 1:24 Expressions: 1:42 Fill & Stroke: 1:47 Graphical: 1:56 Lights & Optical: 2:03 Mechanical: 2:15 Miscellaneous: 2:40 Multi-Line: 2:55 Organic: 3:12 Paths: 3:50 Rotation: 4:19 Scale: 4:28 Tracking: 4:35 Music from Armored Core OSTs: ruclips.net/video/N-41D2hxgPs/видео.html
Royalskies-sama, in one of your latest rigging videos you told that for unreal rigs you are 100% going to use Maya (not blender). Can you please specify the reason behind that decision? I feel very comfy with autorig-pro, but all the AAA studios seem to use maya aswell
Sure, the main reason is compatibility. Characters from Maya transfer with much fewer problems than characters from Blender. But, I’ll show you guys how to transfer from Blender in case you need to -
@@TheRoyalSkies that would be super-helpful! We have mostly issues with characters. Rigged characters exported from blender have blender axis preserved (Y and Z bone orientations), and scales x100 on armature. There are multiple tickboxes inside autorig-pro to fix it (or in the default blender export), We use (units x100) and under misc tab - (primary axis Z, secondary axis -X for bones), this seem to transfer rigged characters 1to1 into unity (humanoid rig). However i see that maya still dominates the market, in terms of rigging, and i still can not see a reason behind it :
@@Stenierfromwow They would show up here in my channel, but you can always keep track in the Discord under "new releases" - Probably be about a week or two :)
Yeah, after using hours of my time going through everything, I figured I can't be the only one wasting my time looking through everything like this, so here's the quick demo of everything for anyone looking to see what's there -
3D Text: 0:00
Animate In: 28:52
Animate Out: 1:01
Blurs: 1:16
Curves & Spines: 1:24
Expressions: 1:42
Fill & Stroke: 1:47
Graphical: 1:56
Lights & Optical: 2:03
Mechanical: 2:15
Miscellaneous: 2:40
Multi-Line: 2:55
Organic: 3:12
Paths: 3:50
Rotation: 4:19
Scale: 4:28
Tracking: 4:35
Music from Armored Core OSTs:
ruclips.net/video/N-41D2hxgPs/видео.html
Royalskies-sama, in one of your latest rigging videos you told that for unreal rigs you are 100% going to use Maya (not blender). Can you please specify the reason behind that decision? I feel very comfy with autorig-pro, but all the AAA studios seem to use maya aswell
Sure, the main reason is compatibility. Characters from Maya transfer with much fewer problems than characters from Blender. But, I’ll show you guys how to transfer from Blender in case you need to -
@@TheRoyalSkies that would be super-helpful! We have mostly issues with characters. Rigged characters exported from blender have blender axis preserved (Y and Z bone orientations), and scales x100 on armature. There are multiple tickboxes inside autorig-pro to fix it (or in the default blender export), We use (units x100) and under misc tab - (primary axis Z, secondary axis -X for bones), this seem to transfer rigged characters 1to1 into unity (humanoid rig). However i see that maya still dominates the market, in terms of rigging, and i still can not see a reason behind it :
@@TheRoyalSkies If you do show - please specify, where exactly to look for it (royal discord chat?) 👀
@@Stenierfromwow They would show up here in my channel, but you can always keep track in the Discord under "new releases" - Probably be about a week or two :)
Is there an effect for the
Definitely!!
This was most likely a huge load of repetitive work 👀
Thank you very much for the effort 🦾