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Robert Campbell's Game Blog

Tuesday, November 26, 2013. The Process of how this Ik/Fk works is that there are six locators setup in the rig that the script will take the information of the locators and apply them to the controls. To set up the Seamless Switch, you must first create a normal Ik/Fk Switch. The elbow joints in the main skeleton and the contorller joints have all the translation, rotation, and scale locked except for the Y rotate. So the arm bends like a real arm. Seamless Switch Global Proc:. The scrip also checks if ...

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Robert Campbell's Game Blog | robertfiea.blogspot.com Reviews
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Tuesday, November 26, 2013. The Process of how this Ik/Fk works is that there are six locators setup in the rig that the script will take the information of the locators and apply them to the controls. To set up the Seamless Switch, you must first create a normal Ik/Fk Switch. The elbow joints in the main skeleton and the contorller joints have all the translation, rotation, and scale locked except for the Y rotate. So the arm bends like a real arm. Seamless Switch Global Proc:. The scrip also checks if ...
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1 seamless ik/fk switch
2 setup
3 fk locators
4 ik locators
5 script setup
6 int $i;
7 shoulder
8 hand
9 rowlayout
10 numberofcolumns 2
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seamless ik/fk switch,setup,fk locators,ik locators,script setup,int $i;,shoulder,hand,rowlayout,numberofcolumns 2,showwindow $window;,posted by,robert campbell,2 comments,email this,blogthis,share to twitter,share to facebook,share to pinterest,delete;
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Robert Campbell's Game Blog | robertfiea.blogspot.com Reviews

https://robertfiea.blogspot.com

Tuesday, November 26, 2013. The Process of how this Ik/Fk works is that there are six locators setup in the rig that the script will take the information of the locators and apply them to the controls. To set up the Seamless Switch, you must first create a normal Ik/Fk Switch. The elbow joints in the main skeleton and the contorller joints have all the translation, rotation, and scale locked except for the Y rotate. So the arm bends like a real arm. Seamless Switch Global Proc:. The scrip also checks if ...

INTERNAL PAGES

robertfiea.blogspot.com robertfiea.blogspot.com
1

Robert Campbell's Game Blog: April 2013

http://robertfiea.blogspot.com/2013_04_01_archive.html

Monday, April 29, 2013. End of the semester Demo Reel. Fall 2013. 1 Standard Enemy Charge Animation. 2 Amina's Facial Animation Rig. Amina Model By Nisa Martinez. 3 Standard Enemy Rig. Standard Enemy Model by James Diab. Subscribe to: Posts (Atom). End of the semester Demo Reel.  Fall 2013 1.  . Awesome Inc. theme. Powered by Blogger.

2

Robert Campbell's Game Blog: March 2013

http://robertfiea.blogspot.com/2013_03_01_archive.html

Friday, March 22, 2013. Motion Capture Session for Grapple's Standard Enemy. I am the lead Motion Capture Technician in Fiea's Cohort 9. I have ran, directed, and now acted in multiple Mocap sessions. These are some for the pictures and a video from our Mocap shoot where I finally got to be the actor. These are the pictures of me after I am markered up. Here is a video of the Idle animation in the Mocap session and the data brought into Maya. Sunday, March 10, 2013. Textures by Karen McCarthy. SetAttr ($...

3

Robert Campbell's Game Blog: Destrozar Portfolio Rig

http://robertfiea.blogspot.com/2013/07/destrozar-portfolio-rig.html

Monday, July 1, 2013. Portfolio 2 Destrozar Rig. This is the rig I created for the main enemy Destrozar in our game Grapple. Model by Karen McCarthy. The Rig was designed so that the animators would have to end the animations on a multiple of frame 60 so that the cogs and pistons would start and end in the same place. Expressions used in the rig. Cogs that rotate in the opposite direction of the legs. R F Cog1BCTL.rotateY = -R F Leg.rotateY * 10;. R B Cog1BCTL.rotateY = -R B Leg.rotateY * 10;. R B Cog2CT...

4

Robert Campbell's Game Blog: Seamless Ik/Fk Switch

http://robertfiea.blogspot.com/2013/11/seamless-ikfk-switch.html

Tuesday, November 26, 2013. The Process of how this Ik/Fk works is that there are six locators setup in the rig that the script will take the information of the locators and apply them to the controls. To set up the Seamless Switch, you must first create a normal Ik/Fk Switch. The elbow joints in the main skeleton and the contorller joints have all the translation, rotation, and scale locked except for the Y rotate. So the arm bends like a real arm. Seamless Switch Global Proc:. The scrip also checks if ...

5

Robert Campbell's Game Blog

http://robertfiea.blogspot.com/2013/04/end-of-semester-demo-reel.html

Monday, April 29, 2013. End of the semester Demo Reel. Fall 2013. 1 Standard Enemy Charge Animation. 2 Amina's Facial Animation Rig. Amina Model By Nisa Martinez. 3 Standard Enemy Rig. Standard Enemy Model by James Diab. Subscribe to: Post Comments (Atom). End of the semester Demo Reel.  Fall 2013 1.  . Awesome Inc. theme. Powered by Blogger.

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Grapple – Effects - Ajsgrayson.com

http://ajsgrayson.com/my-works/school-works/fiea/summer-2013/grapple-summer-2013/grapple-effects

Adam Grayson - Technical Artist. Grapple – Effects. Created Tuesday, July 30th, 2013 Added Tuesday, July 30th, 2013. Here are some effects that I created for Grapple over the course of a few weeks. The video includes:. Machina Death/Oil Spurt (a very detailed look. Into how I made this effect). Animated Sprite Sheet Material. The particles and shaders were created in UDK’s Cascade and material editors while the animated logo was rendered from a 3D scene in Maya and composited in After Effects.

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Grapple – Particle LOD System - Ajsgrayson.com

http://ajsgrayson.com/my-works/school-works/fiea/summer-2013/grapple-summer-2013/grapple-particle-lod-system

Adam Grayson - Technical Artist. Grapple – Particle LOD System. Created Tuesday, June 11th, 2013 Added Tuesday, June 11th, 2013. A particle level of detail system that I created for our FIEA capstone game, Grapple. Our game uses many, MANY particles, but they were slowing the game down significantly. With this new system, we can use many more particles than we could before with a MUCH better frame rate than using just a few particles without this method. Fire particle by James Diab.

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Robert Campbell's Game Blog

Tuesday, November 26, 2013. The Process of how this Ik/Fk works is that there are six locators setup in the rig that the script will take the information of the locators and apply them to the controls. To set up the Seamless Switch, you must first create a normal Ik/Fk Switch. The elbow joints in the main skeleton and the contorller joints have all the translation, rotation, and scale locked except for the Y rotate. So the arm bends like a real arm. Seamless Switch Global Proc:. The scrip also checks if ...

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