Reallusion Character Design - Rampa


https://forum.reallusion.com/Topic292886.aspx
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By Rampa - 8 Years Ago
First step is determining how well "clothing" works as a second skin. It works very well with one caveat. It will no move with the viseme morphs for speech. I had discovered this previously when I figured out how to make beards in CC.

Anyway, here is a test of a second skin for the body only. This has implications for varying mesh resolution, UV mapping, and so on. It also behaves exactly like the original skin.

https://forum.reallusion.com/uploads/images/dfe0ec52-fd9c-4391-82f6-6ed8.jpg
By Snarp Farkle - 8 Years Ago
Very nice rampa, I was introduced to the 'second skin' concept in DAZ and am happy to see it used in CC! Smile
By Rampa - 8 Years Ago
And some early second skin experiment. The reason to make a second skin, rather than just use the original is three-fold. Firstly, it can differ from the actual skin in terms of polycount and UV's. Secondly, it can have physics attributes assigned. Thirdly, it can be used as replacement body parts.

https://forum.reallusion.com/uploads/images/fe6b0982-3480-4432-9555-5484.jpg
By Rampa - 8 Years Ago
Toying with a different method of transitioning from legs to tail. No nice texture blending yet.

https://forum.reallusion.com/uploads/images/24d6cba0-8262-4fe5-88d5-db1e.jpg
https://forum.reallusion.com/uploads/images/edff83e9-f821-4b3c-8d31-053c.jpg
https://forum.reallusion.com/uploads/images/81b28537-729e-486c-a2a3-72f1.jpg
By Rampa - 8 Years Ago
Nice thing is that if the CC skeleton and mesh are retained, 3DX will set the character up with the CC visemes/muscle morphs. One BIG difference is that you can add extra bones to the skeleton. You lose CC compatibility, but retain everything else. Smile

https://scontent-mia1-2.xx.fbcdn.net/t31.0-8/13653199_1757191901215096_8261448964388256657_o.jpg
By Mythcons - 8 Years Ago
Interesting (and useful) tip. Great work so far! I 
By Rampa - 8 Years Ago
Here is my first video documenting the actual modeling of my mermaid character. This is part one.


By Jimklien - 8 Years Ago
I'll love too see this finished, great work
By Rampa - 8 Years Ago
Jimklien (8/12/2016)
I'll love too see this finished, great work


Thank you Jimklein! Smile

I took a break to recharge a bit, and here goes the basic concept for the hands......or rather, fins. I figured that being a sea creature, she maybe didn't really need hands at all. By using the existing hands as the basis for her fins, I can use the hand animation controls in the motion layer in iClone. This is sticking to my idea of staying as iClone compatible as possible. The leg bones may end up being re-purposed as fluke fins as well. 

These "hand fins" have a kind of Asian fan feel to them that I really like. I had thought earlier of having her use fans as such and have fins to match. I thought it might be more interesting to actually have her hands be the fans....err....fins.

https://forum.reallusion.com/uploads/images/759d36bd-6192-447e-a786-7ad9.jpg

By hcameron90 - 8 Years Ago
Cool. How do you add bones to the CC? is there a tutorial?
By Rampa - 8 Years Ago
hcameron90 (8/27/2016)
Cool. How do you add bones to the CC? is there a tutorial?


I guess I should get back to this project! Wink

The big idea behind this is to maintain the facial morphs. It won't actually be CC compatible when I'm done, but will be facial animation compatible.

I am adding bones in Blender, and then importing to iClone through 3DXchange. I did discover that additional bone chains will cause an error, and not be imported, but not crash CC. The extra bone chains can be set to "Extend Bones" in 3DX, and then animated in iClone using the Motion Layer tool.

I am making sure to not remove any bones or mesh.