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vidi
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Group: Forum Members
Last Active: Last Week
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Ok, you are right it's looked for me first, as if it is subordinate to the Lowerlip node Also You know , if it is necessary to have all bones for the auto converting ? Still is it for me to try to understand everything theoretically without practical exercise At the moment I construct my own Bone setup . I need it , to converted it to my own workflow. I hope I understand it right , I need only the same bone naming and hierarchy. What is with the Rotation order, is there a Rule, too ?
------------------------------------------------------------------- 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,
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Hi Vidi, G5 Game skeleton system is some sort of standardization. It is very well constructed and rather flexible, but for using automatic converting feature You should follow all rules exactly (including described bone orientation). If You will make any skeleton modifications (customizations) You will need to convert G5 Game character manually. If You have some other technical questions, please send me PM ...
Vit
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Tesira
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Tesira
Posted 11 Years Ago
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Group: Forum Members
Last Active: 5 days ago
Posts: 1.3K,
Visits: 2.4K
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Well I have named all my bones, how suggested in the tutorial and have brought my character in 3dXchange. But there was not an automatic converting. Dos it mean, I again need the pipeline for this, or is there an uodate for 3dXchange? Greetings Tesira
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vidi
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Group: Forum Members
Last Active: Last Week
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Dos it mean, I again need the pipeline for this, or is there an uodate for 3dXchange? No not Update or pipeline needed . Have you use the Game bones from RL ? if not Maybe it is not only labeling new your bone . Maybe the exact Bone Hierarchy is important . Or you has a spelling mistake
------------------------------------------------------------------- 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
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including described bone orientation Where can I find this ? I would like to see a Rotation Order Guide, especially for me. So for each Bone what is right XYZ, XZY, YXZ, YZX, ZXY, or ZYX. That is the part of Rigging that confuse me Maybe because I have a weakness right links My Problem I can not import and use the Game Bones in my favorite Rigging Programm . Although, I can it import in Cheetah , but there, the weightpainting tools are not so nice and make fun. But, actually manually is OK for me too . I think is start now with the facial rigging and see what happens
------------------------------------------------------------------- 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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Here the link to my demo video - http://www.youtube.com/watch?v=dMbF7qfKPVMMaybe it will help to understand G5 Game character creating... ( Better to watch in Full HD )
Vit
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vidi
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Group: Forum Members
Last Active: Last Week
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Visits: 40.2K
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Nice Video very helpull I am very motivated very Nice Charakter too Good Job ! I like Characterdesign
------------------------------------------------------------------- liebe Grüße vidi
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Tesira
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Tesira
Posted 11 Years Ago
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Group: Forum Members
Last Active: 5 days ago
Posts: 1.3K,
Visits: 2.4K
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hi vidi, oh thanks, yes,this was really a misspelling of one bone. Now I have the automatic convertion. But now I'm fully confused. Before I have converted it with Maya Human Bones and all was ok, I only have had to map the face bones every time. But now, if I choose the automatic convertion all is fully messed and my character is folded in a right angle. So what is false now? Greetings Tesira
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vidi
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Group: Forum Members
Last Active: Last Week
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Sounds to me the weights are not correct. Can you show a screen ? What is if you try it fit manually with the expression editor?
------------------------------------------------------------------- liebe Grüße vidi
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Tesira
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Tesira
Posted 11 Years Ago
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Group: Forum Members
Last Active: 5 days ago
Posts: 1.3K,
Visits: 2.4K
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hi vidi, the weight is correct, if I convert with Maya Human Bones. I can activate the T-pose and bring the character to iclone. There the animations work well and also the face bones are ok after mapping. Only the automatic convertion dosn't work. I think, the bones must have a other direction for the automatic convertion. But I have nothing found in the withepaper to this topic. Greetings Tesira
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