area.autodesk.com - About Character Generator
[FONT=Lucida Grande]Drastically reduce the time needed to create customized, rigged and ready-to-animate 3D characters with Autodesk[SUP]®[/SUP][FONT=Lucida Grande] Character Generator; a new, easy-to-use, web-based service. With Character Generator, users have control over a character’s body, face, clothes and hair, and can then generate their customized character for use in popular animation packages: Autodesk[SUP]®[/SUP][FONT=Lucida Grande] Maya[SUP]®[/SUP][FONT=Lucida Grande], Autodesk[SUP]®[/SUP][FONT=Lucida Grande] Maya LT™, and Autodesk[SUP]®[/SUP][FONT=Lucida Grande] 3ds Max[SUP]®[/SUP][FONT=Lucida Grande] software as well as in game engines like Unity. Generated characters can be used in hobbyist, student, and commercial projects such as games, architectural visualizations as well as film and TV projects.
Blend between two source characters
Fine-tune individual features with targeted blending
Skin, Eye and Hair control
A range of customizable clothing and shoe styles
Use Artistic Styles to add flair to your characters
Save your character?s ?DNA?
Generate characters ready for animation
Choose your Level of Detail (LOD)
Generate your character as a FBX or Maya file
charactergenerator.autodesk.com - The Web Based Character Generator
I used the BETA project of this" Pinocchio" for a year or so and thought it was great, but very limited in clothing and character design.
Hopefully they’ll improve it over the years, but Autodesk will dump it if it doesn’t take off, (they have a habit of doing that)
Now THIS looks interesting, and could certainly save indies working alone (like myself) LOTS of time, throw in the Mixamo online animation system, and it’d be even faster.
I really hope AD don’t drop this.
Question is, what’s the license?
there’s a free version, you get everything except the ability to do medium/high poly meshes and blendshape exporting/facial bone rigging, and access to example files (I think)
Trying to use the exported fbx with the ue4 starter animation pack but seems the skeleton targeting is very wrong:
Any tips for where I could be going wrong with export settings or the best way to go about fixing this sort of problem? (as you can tell I’m pretty new to all this sort of thing)