|
By RyderHS - 8 Years Ago
|
Hi, I'm looking for detailed rigging lesson from start to finish (with skin weight map tutorial). For example, How do I rig the body and face of this character in Maya and send to 3dXchange? How do i setup the face in 3dXchange's expression editor? https://www.reallusion.com/ContentStore/ccdproduct.html?contentid=ACC120CIENU000020160419005
I did not found such a detailed tutorial of Reallusion. I'm waiting for StudioToKoMotion's help..
|
|
By vidi - 8 Years Ago
|
|
You Question is different task from the Link Rigging a Character from scratch ist not the same to create a Morphtarget like in this Link . Maybe you looking not for a Rigging tutorial but a Tutorial to create a CC Avatar Morph with a sculpting Tool ? In this case you export the CC as obj , reshape the CC Mesh eg. in sculptries and import it in CC as Morphslider. 3Dxchange , weightpainting and rigging is not needed.
|
|
By RyderHS - 8 Years Ago
|
|
In this case you export the CC as obj , reshape the CC Mesh eg. in sculptries and import it in CC as Morphslider. 3Dxchange , weightpainting and rigging is not needed.
How can i do it, i guess, CC must have the checksum file path for the obj, can you show it with a tutorial? For example, https://www.turbosquid.com/3d-models/water-park-slides-3d-max/1093267 Or https://www.turbosquid.com/3d-models/male-character-3ds/525305
|
|
By RyderHS - 8 Years Ago
|
|
Hmm, yes, i think, I have to work a little bit.
|
|
By vidi - 8 Years Ago
|
|
Again, you mix different things You can not export a obj from another resource to CC like in your example
But the Tokomotion Link is a Mouse reshaped from the CC Mesh
Describe exactly what you want , it is still not clear .
|
|
By RyderHS - 8 Years Ago
|
Ok, how i make a cc character in an object i designed in maya? (I want to see the rigging process, I'm looking for a tutorial)

|
|
By vidi - 8 Years Ago
|
|
Ok, how i make a cc character in an object i designed in maya? not possible ,you can only reshape a CC Mesh for to make a Morph
|
|
By paulg625 - 8 Years Ago
|
Are you going to be working in Maya? I know some for Lightwave in setting up rigging and some tutorials and there was a guy for 3D max here... Here is one for Maya who sounds pretty good for Maya Rigging for just good info on Rigging Lightwave Rigging and just good rigging info Are you planning on creating morphs or bones if bone import here is a tutorial for Iclone 5 But should still work the same in 7. Facial bone rig import to Iclone
AND : as Vidi stated you wont be bringing this into CC it would be exchange into Iclone so no access to CC clothing you would have to create your own. this is just for getting a character you create into Iclone. The CC would be to create a morph target from an existing shape. In which you take an existing character or Object and move around the polygons with out adding or taking away any, into a shape you want and setting it up as a target morph.
|
|
By animagic - 8 Years Ago
|
I'm not an expert, like vidi, just an animator, but I feel you are making things complicated for yourself, judging from the character samples you're posting.
A character created in an external application could be used into iClone after importing and lining up the bones in 3DXchange, but it would be a so-called non-standard human character, and you would not have the benefits of the CC morph system.
If it is a regular human you want to create, you are much better off starting with a basic CC character and working from there, unless you enjoy modeling and rigging...:)
Unfortunately, there is no face creation from a photo for CC characters directly in iClone or Character Creator, so for that you need to use CrazyTalk 8 Pipeline. You create the face in CT8 and then export it as an RLHead, which can be used in both iClone and CC.
|
|
By RyderHS - 8 Years Ago
|
Thank you very much for the answers. I already watch this tutorial. (Facial bone rig import to Iclone) But, why did not I find the beginning of this tutorial, (Facial bone rig import to Iclone) I wish these were also explained.. So, how was applied the facial rigging, also, how the skin weight map was applied..
|
|
By vidi - 8 Years Ago
|
|
Rigging and wheightpainting is not the part of iClone or 3D xchange You need it do in another 3D tool , therefore is there not a tutorial for iclone but here is the Whitepaper for the Gamebone Rig in iClone
but do not be disappointed if it does not work in character creator then, because we have say it several times, already .:D
|
|
By RyderHS - 8 Years Ago
|
Ok. :)
Thank you very much.
|
|
By Wuv3D - 8 Years Ago
|
|
How do I rig the body and face of this character in Maya Until you find the tutorial your looking for.... Reallusion is a Great Teacher. 1. Load a CC character into Maya. 2. Write down the bone naming convention. 3. Pay attention to the bones "Hierarchy." Note: it's simply an FK skeleton. ...simple skin and bones.
Now create Maya bones using Maya Hunam IK names. Link Correctly FREEZE there Rotations. Skin it. Readyl for importing. (No Controllers, nor anything else) ..just mesh, bones and skin.
and send to 3dXchange? Reallusion has this tut availalbe. Youtube.
How do i setup the face in 3dXchange's expression editor? Reallusion has this tut availalbe. Youtube.
|
|
By vidi - 8 Years Ago
|
|
.... That is the the swooopish way :laugh: Great to understand and the best suggestion wit the CC Rig with all this twist bone for a beginner. ^^
|
|
By Wuv3D - 8 Years Ago
|
vidi (11/12/2017)
.... That is the the swooopish way :laugh: Great to understand and the best suggestion wit the CC Rig with all this twist bone for a beginner. ^^ It's a great way to learn.
Example: "Twist Bones" RyderHS.... your looking for the "Correct Bones" to Mao in 3dxchange.
Find the "Bone" that controls each limb.
Practice..... "what controls the arm?" > Rotate a bone that appears to be the "Shoulder Bone." < "Does the entire arm rotate?"\ If so, map that bone as the "shoulder bone."
Find the "UpperArm Bone".... select the next bone in the hierarchy. Map this as your Upperarm bone in 3dxchange. _______________________________________________________________
Find the "Foream Bone"
CAREFUL HERE! There is a Twist Bone... between the UpperArm and Forearm bones. Thees bones helps prevent "Gimbal Lock."
This twist bone DOES NOT rotate "The Rest of the Arm" It rotates "A Small Section of the Mesh."
Select the NEXT bone. "This baby roates the arm PROPERLY. This is your Forearm Bone for 3dxchange. _____________________________________________________________
Now, find the bone that controls the entire leg. = upperleg bone
Finally: Find the bone that move the entire character. = ROOT bone.
You do NOT map this twist bone in 3dxchange. _________________________________________________________________________
Also: Twist Bones Look at the characters skin (In Maya) > Some bones are skin bones. > Some bones ONLY Twist the Rig, NOT skinned to the mesh. Write down ALL skin bones.... speeds up the whole process.
|
|
By RyderHS - 8 Years Ago
|
Unfortunately, i could not understand. :rolleyes: No need skin weight map? Can you publish a tutorial?
|
|
By Wuv3D - 8 Years Ago
|
|
RyderHS (11/12/2017) Unfortunately, i could not understand. :rolleyes: No need skin weight map? You do need a skin weight map. The mesh vertices are weighted to the bone. The bones animate the mesh.

When iClone physics is applied to the mesh.... The mesh needs a physics weight map to tell iclolne how to deform the mesh.
Can you publish a tutorial? No.... but If you load a CC character into Maya and look for yourself..

I will help you understand.
|
|
By RyderHS - 8 Years Ago
|
I have some problems about skin weight maps.
|
|
By Wuv3D - 8 Years Ago
|
|
In Max... I turn on Edit Skin: ~ Select the bone
~ Select the vertices "I want to weight ~ Give it a weight value.
Red is 100% weighting Orange is 75 - 90% Yellow is around 50% Blue is around 10 - 30%
Notice the vertices between the UpperArm and LowerArm THE WEIGHT IS 50% for Both Bones. = smooth even blend at the ELBOW. Do this for ALL "Bending" sections. ~ Spine / Neck / Shoulders

~ Between the Shoulder / UpperArm ~ At the KNEES ~ Neck and Head ~ Ankle and Foot ~ Foot and Toe ~ HIPS and Upperlegs  ~ HIPS and Spine ~ WRIST and LowerArm 
|