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Like title says, which is superior? I need to quickly make some walk/run cycles and dump them into Unity (never done it before).
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>another software thread
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>>658577
>computer graphics
>keyword
>computer

jeez anon
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They are comparable, although Maya is generally better. May not be relevant to your case, if you're not going to do anything overly complex. However it's a given Maya will give you fewer headaches, if only because of the better FBX support.
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>>658579
This. As much as I despise Maya it hS a very smooth pipeline into Unity
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>>658573
maya only.
get something like mgear.
pretty good framework to get you up and running.
>>658579
until blender provides proper APIs that are not only python, it's not even considered as rigging alternative, yet alone... "comparable".
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>>658586
thanks autodesk representative
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>>658680
No problem, always happy to save you from bankruptcy!
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>>658694
>tfw you go bankrupt because you download free software
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Lel , losers.

for a simple walk / run cycle us mixamo auto rigger
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>>658695
>implying there are jobs for users of free software
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>>658695
>tfw you just pirate the software because you don't want to support the company's practices
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>>658573
In rigging and animation, there is Maya, and then there is everything else.

Maya beats Max. Maya beats Houdini. Blender? You have to be kidding me, it's not even close.
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>>658586
does mgear work with maya 2018.5?
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>>658573
Maya is superior if you want a full industry standard package. Blender is superior if you want a robust, fully open and modifiable 3D tool with no licensing hassles or worries.
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>>658825
it should work with 2018 and all lesser
if you see problems on .5 though, feel free to report
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>>658718
You still support the company you are pirating. You give them mindshare and deprive the competition of mindshare and resources.

>>658758
Maya is not that far ahead. The only real advantage it has is a near monopoly in talented animators who bitch and moan about using anything else.
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>>658845
>The only real advantage it has is a near monopoly in talented animators who bitch and moan about using anything else.
Yeah, because "anything else" doesn't have jesus of a man.
Animator that went programmer to make ultimate plugin that does exactly what we want(because he knows exactly what we want), for free and constantly updates it with all the relevant new shiny toys, timesavers, lifesavers.
Entire teams of developers literally can't beat one guy.
We don't bitch.

We LAUGH.
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>>658845

Good joke anon. Enjoy your Source Filmmaker tier Blender rigs that don't even allow you to read local transform matrices. Meanwhile the rest of us will be enjoying 60fps interactivity with 8 CPUs running at 100% in the in the only software package that actually offers a professional quality rig evaluation system.

https://www.youtube.com/channel/UCX0OBmpsTUCeGaTDbHSb88g
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>>658866
shhhh
dont spoil raffaelle here
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>>658866
Lol nice set of assumptions.
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Blender rigger is for nigger
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>>658855
What are you talking about?
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>>658866
>When you don't realize you;re a lowly rigger.
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>>658866
>Meanwhile the rest of us will be enjoying 60fps interactivity with 8 CPUs running at 100% in the in the only software package that actually offers a professional quality rig evaluation system.

chances are you're only animating for a 24fps target mate. Checkmate.
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>>658923
Oh ho ho, bested by blendlets yet again!
>>658827
Periodic reminder that the reason Maya is so dominant is that it is the most tweakable, protean CG development platform on the market which you can literally reshape into whatever you dream of to be your personal ultimate animation toolkit:

https://vimeo.com/294403108
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>>658828
upon trying mgear, i dont get whats so great about it to fit my simple unity needs. I just need to rig characters, dont need some abstract framework. Is there anything better?
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>>658955
You're going to have to learn to use the tool no matter which auto-rig system you use. If you're trying to rig your own characters you need to fucking nut up, learn how the node graph works and do some work.

The best in class tools freely available to indie artists are AdvancedSkeleton, mGear, and RapidRig. mGear has the benefit of being completely free, no licensing restrictions whatsoever. There's also ZooTools, Anzovin, and the UE Animation Rigging Toolkit which will work fine with Unity. Each of those is a little more quirky and unfinished.

Beyond that there's an infinite peanut gallery of random rigging projects since every 20 year old kid studying CG in college makes a rigging framework like that as classwork. Just search on Github for Maya rigging and you'll come across way too many projects, maybe you can find one that matches your particular autism.
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>>658573
maya hands down
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>>658879
http://www.animbot.ca
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>>658957
everything is free on CGP
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>>658845
>You still support the company you are pirating. You give them mindshare and deprive the competition of mindshare and resources.
You're not giving them money, right? That's usually the start, and the end, of not supporting them (especially if you're a company using pirated software).
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>>659030
And don't say "then just don't use the program", you're on /3/. And don't say "don't post on /3/", because then you're a fucking hypocrite.
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Should i even bother making my own rig in 2019 or should i just download other peoples and animate them and import them into unity to get the workflow down?
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>>659055
If you're trying to learn Unity or DCC->Unity pipeline and you're not trying to learn rigging, sure, that's a decent thing to practice. It isn't very hard desu, just follow the manual, tweak your export settings your settings until they work, then keep them set that way.
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blender riggers are niggers
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>>659055
Learning to rig isn't even hard dude. It all depends on how complex you want stuff. It could be super simple like a hoped or a muscle bone system with aim constraints from a bone to a muscle.
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>>658705
>implying I want to work for Shekelsberg
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>>659359
The biggest issue is the weight painting, because that can take hours compared to rigging itself.
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>>659027
Pools closed until the 1st.
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>>658573
maya
blender rigging is not there yet
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>>658573
Blender is much quicker, but it's kind of hard to find good tutorials (on proper rigging techinques).
If you just need some basic walk/run cycles you can also just use Rigify in Blender.
Maya has a simpler animation curves editor.
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>>658579
>However it's a given Maya will give you fewer headaches
I refuse to believe anyone who says this has ever used Blender.
Maya crashes all the time, for no apparent reason. It has fucking memory leaks all over the place. It will completely fuck your rig up if you have something in the wrong order in the hirearchy. Control curves need to follow their own special hirearchy as well, or they will fuck the rig for you. The weight painting tools are complete trash. There's no automatic mirroring of poses. You can't export more than one single animation in each file. Etc., etc.
Maya is nothing but headaches.
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>>663897
Why are you mixing inane bs with legitimate complaints? What is your endgame?
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>>663904
All of those are examples on why Maya is a headache to work with compared to Blender.
Blender has none of those issues.
Hell, in Maya you even have to jump through hoops to set up the rig so that it can be scaled from the root bone without crazy deformations.
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>>663897
I spent an hour trying to get a bone to stop flailing around uncontrollably until I figured out the issue was some weird bug pertaining to Blender's -180 degree to +180 degree rotations. Apparently if a bone starts out pointing exactly 180 degrees from the origin, Blender doesn't know if it's +180 or -180 and for some reason that gives it an excuse to say fuck it the bone points anywhere I want. I saw this issue documented in 2015...
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>>663917
>Apparently if a bone starts out pointing exactly 180 degrees from the origin, Blender doesn't know if it's +180 or -180
That's simply not true. You must have misunderstood something. Take a look in the N-menu to see what the rotation value is.
A normal problem with rotation is that you rotate more than 180 degrees between two keyframes and the interpolation is calculated in the wrong direction.
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>>663914
Most issues you listed except undeniable crashing\leaking and vanilla weight tools being shit are pebkac.
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>>663934
They're pebkac, but completely unnecessary pebkac issues that will cause headaches to a newbie. Blender just works(tm) without any of that bullshit.
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>>663917
Use quaternions mate, not Euler rotations.



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