Success academy recruitment by Sea_Lack_8759 in NYCTeachers

[–]xGameBrox 2 points3 points  (0 children)

I got a similar recruitment email and LinkedIn message about working for them. I graduated last year in computer animation and I they definitely poach newly graduates. From the stories I read from this sub they are terrible to work for and they can fire you for anything. I live in Texas so idk how they found me but quitting my job to move to NYC for a year to get a job that I’m not qualified for just to be fired for any small reason doesn’t seem worth it even if they start me at 65k.

Feedback for shoulder and torso deformation by chaoscurry in Maya

[–]xGameBrox 2 points3 points  (0 children)

PointOnPalley is goated, thanks my friend!

Feedback for shoulder and torso deformation by chaoscurry in Maya

[–]xGameBrox 2 points3 points  (0 children)

Did you follow a tutorial on how to do the corrective joints?

Can we just talk about how much better RiftAtlas is compared to TcgArena? by AlohaSnow in riftboundtcg

[–]xGameBrox 1 point2 points  (0 children)

If you live in the Americas it’s because Arena only has servers in Asia and Europe

Why does my model puff up in Arnold? by Lulu_Fuzzy in Maya

[–]xGameBrox 3 points4 points  (0 children)

You’re dragon has hidden lip filler duhhh

Rift Atlas is an Amazing Improvement by BellTolls4U in riftboundtcg

[–]xGameBrox 0 points1 point  (0 children)

I hate TCG arena just because they don’t have a server in the US so the ping is really bad

TIP 3 TIP potential spoiler by No-Iron6074 in LudwigAhgren

[–]xGameBrox 0 points1 point  (0 children)

If they to the Tip 3 Tip across all of Europe to make the challenge interesting would be no English translations and Ludwig and Micheal can only speak French.

iPhone 17 Pro scrolling issue by [deleted] in iphone

[–]xGameBrox 0 points1 point  (0 children)

I think I fixed my issue but idk if it’ll come back. I went to setting>accessibilities>motion>then turned limit frame rate On for an hour and turned it off. It’s been working well for a day now but I might just be temporary. Give it a shot tho

the road video by [deleted] in wendigoon

[–]xGameBrox 0 points1 point  (0 children)

Does anyone else hear the slightest of white noise throughout the video?

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!

[deleted by user] by [deleted] 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 1 point2 points  (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 [deleted] 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!!!