How To Switch to Screen Space
Locate how to Switch to Screen Space mode in our Spinner transformation hub, how to manipulate specific 3D gizmos and how you can quickly access and switch to Screen Space controls when editing Move and Rotation values in Local or World Space.
User Interface Basics
Watch this tutorial to get an extensive tour of akeytsu viewport navigation systems, menus and preferences to acquire a general understanding of the program
In this tutorial video we will cover everything that can be found in akeytsu Rigging mode. From Character Bank to the to the Rig Atelier through our Skinning brushes, you'll be able to locate useful tools to build rigs after watching this.
How To Enable Sticky Aim For Orients
Finetuning orients can be a tedious task when working on a rig ! To save time-eating adjustements make sure you enable Sticky Aim. With Sticky Aim ON you can ensure orients are kept relevant locally when tweaking skeleton.
How To Update Skinned Mesh
Here is a new magic button that will save you a lot of time when you want to update a 3D mesh that is already skinned. This also works with similar characters much like a Skin Unwrap.
Skinning Workflow (1/7) - Skin Binding
This video focuses on how to Skin Bind your character in akeytsu. It also highlights good practices to prepare your imported model and quick cleaning. Demo model SkySurfer included in akeytsu installation package.
In this tutorial we show you how to transfer animations from one character to another using akeytsu Retargeting module. We also cover an additional use case to retarget BVH files..
Space Switching workflow
Learn how to add a Space Switching layer and dynamically change Space Origin / set a Parent Constraint for a given object across an animation
How To Display Onion Skins
Learn how to activate onion skinning, access useful settings and how to make good use of it in combination with our Breakdown Pose Editor
Integrating with Unreal Engine 4
With this tutorial you'll be learning on how to export from akeytsu to Unreal Engine 4. A few pointers are given to retarget humanoid
characters through the UE4 humanoid rig.
Showcase animations with Toolbag
We are breaking down the process of exporting your finished animation into Marmoset Toolbag and make it look good.
From Mixamo to Akeytsu
Ever wished you could tweak Adobe Mixamo's stock animations? In this use case we show you how to create convincing custom animations for your game prototype.