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ApplebiteMedia
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ApplebiteMedia
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 583,
Visits: 34.9K
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Forgive my ignorance but I am having some issues and can use some help. I can get my characters into blender with ease, they look great! But I can only seem to export in a standard a position and cannot for the life of me get rigify to work well for me. I have searched for some instruction and did find a helpful video at work but cannot find it again. They were using auto-rig pro and not rigify so I bought a copy... again... I am lost. I go to the auto feature and it puts more bones in. When I use rigify, I can move some things, others the bones move but the skin dose not and stretches. So far, I can move the eyes with ease and that is it :( See below.  Since I can get really nice renders straight from Blender.... (still having issues getting out good textures that look as good in iclone or cc) I would like to be able to bring in my characters and do some stills of some of my work with my characters. I really like the cycles render so much better than the iray. And without having to export and reset everything in IC, this is a quicker way to get the results I need. Thanks in advance for any help or pointing to a really good video on how to do this with either rigify or auto rig pro. Thanks :D
Graphic Design, PHP Programming, More - Applebite Media (www.applebitemedia.com)
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AutoDidact
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AutoDidact
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 2.1K,
Visits: 13.6K
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jeff.davies
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jeff.davies
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 300,
Visits: 1.5K
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I love blender, but I avoid doing any animation in it, except for the most trivial cases. If the animation isn't right, I just pop back into iClone and adjust it from there, re-export to fbx and import again into blender. A bit labor intensive, but it works for me.
- Jeff The Adventures of Capt Sanchez Cybernautic Studios
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AutoDidact
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AutoDidact
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 2.1K,
Visits: 13.6K
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I love blender, but I avoid doing any animation in it, except for the most trivial cases. If the animation isn't right, I just pop back into iClone and adjust it from there, re-export to fbx and import again into blender. A bit labor intensive,A bit labor intensive, but it works for me. I used to work like that as well.:blush: Until Victor add the rigify option to the Blender Pipeline tool and I invested a mere $28 in the animation layers add-on for Blender which puts blender on par with autodesk Maya for editing animation in discreet non destructive layers. At this point, I personally only need Iclone for quick base layer locomotions ,audio based facial/lipsynch and CC3 & Daz for Character creation. And with auto rig pro I can easily rig character meshes from other source such as Sketch fab etc and use any external motion with them via the auto-rig pro retargeting tools.
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ApplebiteMedia
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ApplebiteMedia
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 583,
Visits: 34.9K
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AutoD.... Thank you for the videos!
JeffD.....I am not sure I will be looking to animate in Blender... IC makes it so easy. My issue is after all the time it takes to build something in blender, then all the textures that have to be converted to images for export, and then to have to reset things up in IC.... it's a lot of steps. Not just textures but the lighting as well. (a topic for another post LOL) I am really just looking to create high quality still images in blender for advertising/design Using my blender creations and my character creations. I have only really done one short video so far. Made it when I first bought the software. Not a bad little piece but nothing since. Maybe its the designer in me that keeps me in the creating stages more than the animating stages.
Waiting on coffee and will get on these videos! Very much appreciated! :D
Graphic Design, PHP Programming, More - Applebite Media (www.applebitemedia.com)
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ApplebiteMedia
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ApplebiteMedia
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 583,
Visits: 34.9K
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AutoDidact (6/18/2022)
Excellent Video!!! just had a chance to watch. Thank you!!!!!
Graphic Design, PHP Programming, More - Applebite Media (www.applebitemedia.com)
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ApplebiteMedia
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ApplebiteMedia
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 583,
Visits: 34.9K
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The video makes it look soooooooooo easy LMAO!!!!! Ok, 1st attempt at a blender pose.... don't laugh ;)  So, next question.... How do I get her nipple back into her shirt? This is what I get in edit mode to try to move the shirt mesh. Not an easy task to see what needs to be moved in this position.  Any way to fix this? I mean I can edit the rendered image in an editor to cover it.... but would like a final image without having to edit in another program. Thanks :)
Graphic Design, PHP Programming, More - Applebite Media (www.applebitemedia.com)
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Smit_R
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Smit_R
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Months Ago
Posts: 83,
Visits: 5.5K
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Hi ApplebiteMedia, I would edit the mesh of the body instead of the shirt. Select body > Edit mode > Move nipple inwards > That's it  Or preferably you can delete that part (press x) of the mesh, since it won't be visible in the render.  Most of the time I completely remove those parts of the mesh which a covered by clothing. Just for reducing the polycount.   GL
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Victor.Soupday
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Victor.Soupday
Posted 3 Years Ago
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Group: Forum Members
Last Active: 5 days ago
Posts: 569,
Visits: 9.0K
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You can edit the shirt mesh in place by going to the armature modifier of the shirt object and enabling the first two edit mode/display options:
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ApplebiteMedia
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ApplebiteMedia
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 583,
Visits: 34.9K
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Smit_R (6/23/2022)
Hi ApplebiteMedia, I would edit the mesh of the body instead of the shirt. Select body > Edit mode > Move nipple inwards > That's it  Or preferably you can delete that part (press x) of the mesh, since it won't be visible in the render.  Most of the time I completely remove those parts of the mesh which a covered by clothing. Just for reducing the polycount.   GL So simple! Like how they hide mesh in CC for clothing. Cannot believe I didn't think of that. :( I did find a way to do a small scaling on the clothing to hide some things... however scaling only works up to a small amount then it distorts elsewhere. I also discovered that I can pose them in CC or IC, export .fbx with Animation.... go to a frame where I like the pose or make a custom pose and export the animation with current frame as pose.  A small cheat to get a pose into blender easier. However when your add rigify to it it will go back to the A pose. So getting the pose to match the camera and scene can be a bit of a challenge. After a full day of tinkering with this.... I am starting to get a grip on how this is all working, Sorta. LOL Here is my last attempt at manual posing in blender before bed last night.  Moving the fingers is the hardest.... I am thinking they might be easier to shape in t-pose rather than after the arms are positioned. I need more days off.... LOL. Sunday will be the next day I can get back to this. I'm on a roll and hate to stop :(
Graphic Design, PHP Programming, More - Applebite Media (www.applebitemedia.com)
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