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kurzal
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kurzal
Posted 11 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 627,
Visits: 10.4K
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Tesira
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Tesira
Posted 11 Years Ago
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Group: Forum Members
Last Active: 3 days ago
Posts: 1.3K,
Visits: 2.4K
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Well kurzal, true said, I wouldn't like so much, to give my tears for this. A hobby should bring joy. But until now Im frustrated. Also if I attatch all bones to y, so the automatic convertion dosn't work with Shade pro. Would like to hear, if somebody has brought it to work with a other 3d program than Max. Greetings Tesira
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kurzal
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kurzal
Posted 11 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 627,
Visits: 10.4K
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Blender is my choice and modeling of characters for me is still a novelty... but if things turn out well, I will be sure to tell about it on the forum. And I hope that all will turn out well!
-------- Igor
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vidi
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Group: Forum Members
Last Active: Last Week
Posts: 10.8K,
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Actually for me it work with cheetah 3d , but I like not the weightbrush and workflow there. Here you can see it "work" , but like I say, it needs adjustment with the Bone influence . That is called weightmapping and it is not automatically correct, because every Mesh is different . How You should paint the weightmapping areas, is describe in the whitepaper . Game Bone is only a premade rig that you can use, but it is not necessary. I love the weightbrushing in DAZ/studio, and because I can not import the Game Bone Rig, I have now create my own rig and I have realy realy fun.
------------------------------------------------------------------- liebe Grüße vidi
Edited
11 Years Ago by
vidi
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Tesira
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Tesira
Posted 11 Years Ago
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Group: Forum Members
Last Active: 3 days ago
Posts: 1.3K,
Visits: 2.4K
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hi vidi, yes in shade I also have this weight painting and also an automatic binding, which dos work very well. And as long as I dont use the automatic convertion in 3dXchange all dos work well and also all weights are right. But if there is the possibility of an automatic convertion, so sure I also would like to use. Have a nice weekend Tesira
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vidi
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Group: Forum Members
Last Active: Last Week
Posts: 10.8K,
Visits: 40.2K
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yes in shade I also have this weight painting and also an automatic binding, which dos work very well. I have opened shade again and gave it a try , but I close now again it is too confusing for me. Maybe I have no realy interest in this software and learn this GUI to use Actually My DAZ CCT have pampered me too much and I do not want to change my pipeline more.
------------------------------------------------------------------- liebe Grüße vidi
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vidi
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Group: Forum Members
Last Active: Last Week
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I'm done . I'm happy with the results so far Such a awesome tool. I have no problems with retarging the facial bones, adjust the expression and . automatically Eyeblinking works too. Now I want finetuning all a little bit e.g. the calibration animation for the finger looks good in xchange, but not realy in iClone. actually only the thumbs . is there a trick to fix this a maybe a special thumb pose or rotation Anyway I have so much learned, also what I do make better with the next character and how I speed my workflow Thank you RL it is a joy work with xchange is a gift for developers It's a nice feeling to create my own character and bring to life
------------------------------------------------------------------- liebe Grüße vidi
Edited
11 Years Ago by
vidi
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vidi
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Group: Forum Members
Last Active: Last Week
Posts: 10.8K,
Visits: 40.2K
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Can me Someone tell me how the rotaion order, for the eyes is All works nice. look at camara ist correct but only eyes convergence is not right Outwards and inwards rotating wrong . Maybe Someone knows and I can save my time to to find out self Thank you !
------------------------------------------------------------------- liebe Grüße vidi
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Vit3D
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Vit3D
Posted 11 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 912,
Visits: 15.0K
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Hi Vidi, Normal Eyes operation in G5G depends from several factors: 1 How You "attached" Eye mashes to head. Eye meshes should be not only skinned to eye bones, but also linked to them. 2 How You set up key-frames for eyes in preset sequence. You should maximal, but possible for humans eye rotation and You should rotate not meshes, but bones only. 3. How You "map" Eyes in 3DX. You should map only eye bones, but not eye meshes. Check all of this and maybe this fix issue.
Vit
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vidi
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Group: Forum Members
Last Active: Last Week
Posts: 10.8K,
Visits: 40.2K
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not only skinned to eye bones, but also linked to them. How You set up key-frames for eyes in preset sequence.
You should map only eye bones, but not eye meshes. ??? What ? Sound very strange all to me. I think max is more complicated as it should be Maybe you not understand me . I mean, look at camera works already , but only the eye convergence(in the look at menue) rotate up and down not outwards and inwards . I think it is a rotation Bone thing, that I can fix with the proper rotation order.
------------------------------------------------------------------- liebe Grüße vidi
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