Indeed, these targets can then control the constraints owners properties, and hence, animating the targets will indirectly animate the owner.In other terminology, shape keys may be called morph targets or blend shapes.They are particularly useful for modeling organic soft parts and muscles where there is a need for more control over the resulting shape than what can be achieved with combination of rotation and scale.
The project started back in 2007 and has had several public releases since then. One of the main objectives of BlenRig is to give the users the possibility to rig their own characters obtaining high quality results, no matter what level of expertise they may have. Juan began using Blender in 2006, and started the BlenRig project as a way to retribute to the community all the freedom that Blender and Open Source Software gave him. Although he is a 3D generalist, he is mostly known for being a Character TD, and worked in several Argentinian Feature Films, as well as in the latest Blender Open Movies. Duplicate, remove limbs to rig creatures with multiple arms and legs. First developed as my own in-house rigging tool, ive released it a few years ago and many new features have been added since then. Rig features demo Getting Started with Auto-Rig Pro: Youtube Channel - Documentation - Frequently Asked Questions Rig fast with the Smart feature For humanoid characters, the Smart feature can automatically place the bones to speed up the process, after adding the green markers. Non-humanoid characters can also be rigged without the Smart feature, manually (horse, dog.). Based on a non-destructive workflow, the final rig remains easily editable anytime after its generation. Check the product documentation and the youtube channel for more informations. Character examples: Mike (free), Anna, Kevin, Nina and Alex Important note about skinning: If possible, use water-tight geometry for best auto-skinning results. Knowing the bases of Blenders skinning tools, weight painting, to fine tweak the bones influences is recommended. Also make sure to read the FAQ and the documentation to solve common issues. Modular Customize the rig definition in a few clicks: fingers, wings, toes, spine bones, multiple neck bones, tail, breasts, ears and much more. The picker panel dynamically updates, so you can select any bone from the separate panel easily. Remap The Remap feature allows retargetting of any armature action to another one, with different bone names and bone orientations, supporting imported.bvh.fbx armatures for example. Define the source armature, the target armature, and the animation will retarget according to the bones names matches and bones original orientation. It support IK feet, hands for accurate motion tracking, and an interactive offset tool to remap to different characters proportions. Video: Remapper demo Game Engine Export Auto-Rig Pro allows export to FBX format (GLTF is being worked on as well) via a dedicated module, to proven engines such as Unity or Unreal Engine. Universal to export a simplified bones hierarchy for any creature, H umanoid for bipeds only, with options for easy retargetting and root motion, and G eneric to export the deforming bones and the non-deforming ones if they are parent of the deforming bones. Advanced Rigging In Blender Full Facial RigSupport of multiple twist bones for optimal volume preservation in game engines, where dual quaternions skinning is not possible (top: single twist bone, below: 4 twist bones) Unit conversion to initialize the scale transforms values to 1.0 in Unity and Unreal Engine Unreal Mannequin compliant: support Mannequin bones hierarchy, bone axes conversion, bones naming Automatic A-Pose Support full facial rig, and advanced bones. Twist mode for secondary controllers, wrapped on bendy-bones for smooth curves effects, leading to 1:1 export compatibility in Fbx format Actions are baked to the simplified rig Animated shape keys (blend shapes) support Selectivemultiple action export Root motion support Bring your poses to the next level The secondary controllers offer a unique control over the pose. Located all along the limbs, theyre dedicated to fine pose sculpting, cartoon effects, bending, stretching, etc. ![]() Just use them instead of corrective shape keys, or as a complement. Below a typical leg bent before and after tweaking the secondary controllers. Corrective shape keys can be created easily with a dedicated tool supporting IK-FK bone chains: Tell Me More Extensive list of what the addon has to offer: Automatic bone placement solver based on mesh recognition for bipeds characters. Edit Reference Bones feature to modify the rig anytime you want. ![]() Apply Pose as Rest Pose feature to quickly change the rest pose of the character, aligning reference bones on it and applying armature modifiers in a single click Modular: only rig what you need. Fingers, toes, ears, breast, adjustable amount of spine, neck, twist bones, tail, and neck bones.
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