Hi , I am relatively new to Animation and am currently running into a few errors with my workflow. If you can help out with any of the following errors then please give me a shout out. My end goal is to have a relatively easy way to model a high res model in zbrush retopologise and then animate for a full scene production.
Currently i am running into the following errors:
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I am having alot of trouble getting the eyes to stay within the eye sockets with the most precising as i rotate my models head with a nurbs circle that is orient constrained to head skeleton control. what can i do to combat this and have a seamless rig for animation?
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My retopologised then exported model from Zbrush with all the maps (Normal,displacement and Uv) maps does not render correctly after GoZ exports it to Maya and i am unable to keep the material information from Zbrush?
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When Rigging I find that my skinning is not behaving correctly and i can get more precision by painting on skin weights rather than using the Interactive Skinning Tool but i still have limited controls of my rigs ( I think this is due to the fact that my models are not created in T-pose but am unsure) ?
My end goal is to have a model created in Zbrush animate and behave as they do in the Blizzard soulstone trailer, i want to have seamless and believable animation and if i must change my workflow or switch applications then so be it. What do you guys use and what would you recommend for me to use?
Last but not least , if I were to create a character like the ones below and give each specific animations to do at specific times then how would i do this? I think its called creating a character set am i right?
My priority right now is to fix the eyes and be able to retopologise and render a high res model within Maya whilst Animating.
Thanks in advance for all help 