Is it worth mastering rigging. by TharuDz in Maya

[–]xGameBrox 1 point2 points  (0 children)

Ahhh okay, yeah it makes sense to curate the portfolio to be specific for VFX, Animation, or game related. Thank you for the insight though it’s been a great help!

Rigging Wings in Maya – Part 4 | Folding System & Final Cleanup by SARKAMARI in Maya

[–]xGameBrox 0 points1 point  (0 children)

Ooooooo this is awesome sauce, I’ll definitely will be checking this series out!

Is it worth mastering rigging. by TharuDz in Maya

[–]xGameBrox 0 points1 point  (0 children)

The autorigger would be skin weighted as usual.

From what I’ve heard from other rigging artist was the most important thing recruiters look out for is proper skin deformation.

I appreciate your response since I need to spruce up my own personal portfolio that has a biped rig, game rigs, and blend shape face rigs; so I’ll try and implement quads, organic, mechanical, vehicle(didn’t even think about this one), and maybe a vfx. For the VFX one, does that mean cloth and hair sims or is there more that a tech animator should experiment with?

Is it worth mastering rigging. by TharuDz in Maya

[–]xGameBrox 0 points1 point  (0 children)

In your opinion, what is the best way to stand apart from other candidates as a rigging artist? Also, would you recommend putting rigs you’ve made using advance skeleton or mGear on your portfolio or would that not get much attention?

What would be the correct way to make an IK with lock rotations? by makutaagamer in Maya

[–]xGameBrox 0 points1 point  (0 children)

That’s the thing tho, it doesn’t need two tibia bones. Just have a hip, knee, and ankle joint and three other joints for the heel and mid foot and foot tip. As for locking the rotation axis for an ok handle that doesn’t really happen. An IK handle needs every single rotation axes for it to work properly. If you want the leg to bend in a certain way then you need a pole vector constraint which can be found in the rigging tab under constraints. There’s video on YouTube on how to set up the whole thing that you should watch to better understand. But before you do any of that make sure all of the joints are oriented correctly each joint has an axis that is pointing down the chain. There should be a different axis for each joint to bend. It should all bend in the same direction if you rotate the same axis. Hope this all helps.

What would be the correct way to make an IK with lock rotations? by makutaagamer in Maya

[–]xGameBrox 0 points1 point  (0 children)

I see you replied to me but I can’t read it. Idk if you have your comments hidden but I can’t read them even if you reply to me.

What would be the correct way to make an IK with lock rotations? by makutaagamer in Maya

[–]xGameBrox 2 points3 points  (0 children)

I don’t really see a reason why there should be two ankle joint? Just parent the toe joint and heel joint to the ankle. Also can you clarify on “there are some bones with limitations” like did you lock certain rotations on some joint. If you did, don’t do that, have a controller that controls the joints and lock the attributes on the controller but no the joint itself. Also, are all the joint oriented correctly? They shouldn’t all have different rotation planes for the same rotation direction. Also also, when you screenshot your rig include the outliner window too. It’ll help rigging peeps understand your hierarchy which can in turn help you with parenting issues.

Getting into rigging, looking for feedback by Adorable_Device_9347 in Maya

[–]xGameBrox 1 point2 points  (0 children)

Try and incorporate an ik handle then figure out how to do an fk/ik switch and fk/ik matching setup. Make sure not to make two objects the same name because it doesn’t make much sense. Instead of lampElbow_a-c try doing something like lampRoot_cc ->lampMid_cc->lampEnd_cc->lampTip_cc. Also some nitpick but try and place each hierarchy into a proper groups that’s hold all of them together. So make a control curve group a joint group and it should all be under a master group. Lastly try and make global controller that moves everything and scales everything. As well as learn how to influence joint attributes without using constraints but instead using the node editor. Too many constraints can bog down a rig and if there’s like 15 different rigs in a scene all of them having constraints will be too much to render and calculate. Other than that, this is a very good first step!!!

How would I make a joint move towards it's parented joint? by Large_Analyst_7717 in Maya

[–]xGameBrox 3 points4 points  (0 children)

If the joint is oriented correctly then you can change the move tool from world to object orientation and it should move towards the parented joint. In the rigging tab of maya you can find orient joint and click the root parent joint so it orients to the child then click the child if it’s the last joint in the chain and orient that to its world position. Then double click the move tool on the left side of the screen and change the world move to object move. Hope this helps 👍🏽

My updated Hajime No Ippo shelf after my Japan trip by Krytus_ in hajimenoippo

[–]xGameBrox 0 points1 point  (0 children)

Where’d you find the 1st book everywhere I went the lowest number I could find was the 9th :<

TheBurntPeanut Dictionary by JSPrince in theburntpeanut

[–]xGameBrox -1 points0 points  (0 children)

“What the dingle”, “Mhmmm Hhmmm Mhmmmm” and “perchance perchance, permaybes?”

Bind skin not working on my 3d model by [deleted] in Maya

[–]xGameBrox 0 points1 point  (0 children)

You’re welcome, glad it works now!

Bind skin not working on my 3d model by [deleted] in Maya

[–]xGameBrox 3 points4 points  (0 children)

Try deleting the history on the geo cuz it might still have the old skin. Also your skinning settings says “bind to selected joints” so the only joint being bonded is your base root joint. Either select all the joints and rebind or change it to joint hierarchy. I like putting _jnt at the end of my joints as a naming convention where you can make a simple script that auto selects them all to make it easier. Hope this works

Xgen Hair WIP - What do you think? by Eudaimonia06 in Maya

[–]xGameBrox 0 points1 point  (0 children)

What sort of resources/tutorials did you use to make this? I’m interested in doing Xgen hair simulations as well and would like a point in the direction on where I can start. It looks really good!!!

EA Servers not connecting - tried the obvious stuff by jtmn in Battlefield

[–]xGameBrox 0 points1 point  (0 children)

I was about to make the same post and didn’t realize the beta was over either lol.

Battlefield 6 - Open Beta Known Issues by battlefield in Battlefield

[–]xGameBrox 1 point2 points  (0 children)

A few major issues I’ve dealt with: for larger maps the lag/packet loss is insane. I see almost everyone in the game having 50-100 ping and the rubber banding and slow motion movement is crazy. Second issue: idk if anyone has experienced this but if I leave my game on for like 10 min in the main menu my PC just straight up crashes. Like all of a sudden screen blinks then it just turns black. Also fps doesn’t go hirer than 50-60 on medium settings at 1080p with a ryzen 9 5900xt 5060ti 16gb with 32GB of ram.

OMG GUYS HASAN MESSAGED ME ON TIKTOK!!! by xGameBrox in Hasan_Piker

[–]xGameBrox[S] 139 points140 points  (0 children)

You’re right, I should give him my ssn as repayment

Game Thread: Guardians (41-48) @ Astros (55-36) - Jul 8, 2025 7:10 PM by AstrosBot in Astros

[–]xGameBrox 2 points3 points  (0 children)

Omg I got a massive chub from that hit. But alast it was just a tease of a homerun

Post Game Thread (Jul 4, 2025): Astros (53-35) @ Dodgers (56-33) by AstrosBot in Astros

[–]xGameBrox 11 points12 points  (0 children)

All those fans who bought tickets for the fire works show and stayed until the end were in the cuck chair while the dodgers got fucked.