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File: web_rigifyPose.jpg-(153 KB, 1069x948)
>ITT: Rigging in BlenderMy...
Anonymous 09/07/14(Sun)06:11 UTC+1 No.439777 Report

>ITT: Rigging in Blender
My experiences went as
>Okay, this is complicated
>Holy shit, alright yeah that's done.
>Why isn't this working?
>What the fuck.
>HOLY SHIT FUCK WEIGHT PAINTING.
>Give up.

Anyone know how to do it? I can't seem to download riggify anywhere either.
>>
Anonymous 09/07/14(Sun)06:21 UTC+1 No.439779 Report

>>439777
you just do what you described but you skip the step where you give up.
>>
Anonymous 09/07/14(Sun)06:27 UTC+1 No.439781 Report

>>439779
We had a girl using blender for her major work, top of the class too. Her film was brilliant except that the point at which her elbows bent carved a large 'u' shape in the arm.
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Anonymous 09/07/14(Sun)06:39 UTC+1 No.439783 Report

Could this just be rigging in general? I could really use some advise on rigging in maya.
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Anonymous 09/07/14(Sun)06:52 UTC+1 No.439784 Report

>>439783
Considering that I'm most likely going to continue using Blender forever, it'd be good to have a Rigging general.
>>
Anonymous 09/07/14(Sun)12:48 UTC+1 No.439839 Report

>>439777
Bump.
>>
Anonymous 09/07/14(Sun)13:54 UTC+1 No.439846 Report

Some general tips.

-Start painting from root->hips/pelvis and then follow the hierarchy to the extremities. This will require less repainting and you won't overpaint what you already have.

-Start defining the moving points with a hard brush to get the general area and then smooth it out. Smoothing makes all the difference and will make your model look "soft".

-I found that rigging in t-pose is confusing because you can only guess the outcome, so what I do is to move the bone in question into position and then fix whatever weights don't look good there. This way it becomes more of a sculpting process and you can instantly see the result.

If you think looking at rigged models will help you, let me refer you to my other post

>>438908
>>
Anonymous 09/07/14(Sun)14:20 UTC+1 No.439847 Report

if your model is done properly it would usually be in a slightly relaxed, bent pose, rather than a stiff T pose, that will allow you to get better deformations, you then use corrective blend shapes for the stuff that can not be fixed with just skinning
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Anonymous 09/07/14(Sun)17:41 UTC+1 No.439860 Report

>>439781
Sounds like she gave up before finishing the elbows.
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Anonymous 09/07/14(Sun)20:48 UTC+1 No.439884 Report

>>439777
user settings
addon/plugins
riggify
moron fagot
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Anonymous 09/08/14(Mon)04:13 UTC+1 No.439976 Report

>>439777
If you are doing this for a game then you need to make a copy of the deform bones which are labelled with DEF, move them to another layer, rename them, parent them in their proper skeletal heirarchy ex root>hips>spine>ribs, and constrain them to copy the transformations of the bones that they are copying. This has to be done because by default the rigify DEF bones are parented to the control bones and IK targets so when you export, all 150+ bones are included even though only 80 or so are actual weighted bones.
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Anonymous 09/08/14(Mon)22:57 UTC+1 No.440123 Report

>>439777
>WEIGHT PAINTING
hahahahahahahahahaha!!!!!!!!!!!!!!!!!!!!!!!!

the old way to do things.
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Anonymous 09/09/14(Tue)04:53 UTC+1 No.440198 Report

>>440123
The new way being you mash your hands on the auto rigging button and just tell your audience to deal with the messed up results
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Anonymous 09/09/14(Tue)04:55 UTC+1 No.440200 Report

>>440198
Yeah, weight painting is always needed no matter what, if you want the best results. At least in Maya though, the new Volume Voxelization skin-bind method produces quite acceptable results, only minor weight painting work needed to refine it more artistically.
>>
Anonymous 09/13/14(Sat)22:56 UTC+1 No.441007 Report

>>439777
>add skeleton
>scale and rotate it to the same stance as mesh model
>select mesh and skeleton
>strg+p
>auto weightpaint
>clean/edit/redo important parts like elbows and knees a bit so it doesnt look like a shit
>done

just watch some tutorials nigger, i started 3d shit like 2 days ago and already did this.
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Anonymous 09/13/14(Sat)23:02 UTC+1 No.441008 Report

Tips on how to animate/rig
a mouth?
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Anonymous 09/14/14(Sun)01:54 UTC+1 No.441036 Report

>>441008
Same way you'd animation two snakes who are biting each other's tails and where one is glued to a ceiling and the other is glued to a swinging gate.

hope this helps
>>
Anonymous 09/17/14(Wed)23:32 UTC+1 No.441607 Report

>>440200
Maya also has ngSkinTools, which makes weight painting a whole lot more enjoyable. Blender's weight paint tools are pretty primitive
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