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mrmdesign
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mrmdesign
Posted 13 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 142,
Visits: 2.4K
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I have been searching for the same thing as you: An easy workflow involving 3D Coat, iClone characters and Unity 3D. I also own ZBrush, Messiah pro and Carrara. I would love to be able to use the iClone Characters as is but I do not like the way the UV's are set out and I can not customize the textures easily as I want to in external programs. I think an iClone game ready rig for messiah could be the missing piece of the puzzle. Create your character in 3D Coat or ZBrush, Zremesh or autopo, bring in to Messiah, Apply the rig, bring in to iClone with 3D Exchange, animate, export to FBX, done.
---- Designer, Illustrator, Artist, Developer, Modeller - Augmented Reality : Instagram and Facebook Camera Effects www.realityaugmented.co.uk
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planetstardragon
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planetstardragon
Posted 13 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 11.5K,
Visits: 46.0K
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I think I figured out a solution for Messiah - Recreate the gamebones in Messiah like autorig. I still haven't figured out how to use the weightmapping on Daz to fix their characters when they break through their clothing ...I may abandon daz too, it does great work, but getting information to fix their strictly controlled characters isn't easy and a time eater.
☯🐉 "To define Tao is to defile it" - Lao Tzu
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planetstardragon
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planetstardragon
Posted 13 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 11.5K,
Visits: 46.0K
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oh, now that you bring that up ...teach me!! I made a character in daz , made shirt long over leg, but when i imported it to iclone, the legs were going right through the shirt - i couldn't find any good tutorials or information on how to fix that with weight painting!! save me vidi!! :w00t:
☯🐉 "To define Tao is to defile it" - Lao Tzu
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vidi
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 10.8K,
Visits: 40.2K
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rigging is so easy in messiah, really ? :D Actually you can put Bones with many 3D application, that is the easy part Ok autoweighting is nice for start but the main and timeconsuming part is with manually weightpainting for a nice deformation . All what I have testet , the DAZ brush is the best of the best . So smooth, add sub and smooth with a fingertip , precise control and at the end so much time saving and really fun to work with
------------------------------------------------------------------- liebe Grüße vidi
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planetstardragon
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planetstardragon
Posted 13 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 11.5K,
Visits: 46.0K
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ya, i noticed, v4 is much nicer too, many tools - i was really surprised by that crash though so it looks like it still needs more work. I got the applink working with messiah, but can only send meshes across - still does help though because messiah also has a bug with importing multi layer mesh - connecting to messiah with lwo / 3Dcoat fixes it. I was just playing with maya 2014 trying to get applink working - it made me dizzy lol i'm really just trying to find a full circle pipeline to establish workflow - so many programs have bugs it's hard to make one that is simple. and the ones that work are so complicated, make simple tasks big projects or super expensive.... I already know a few solutions, but was hoping someone had an easier one rigging is so easy in messiah, but everything else is so complicated and time consuming when it doesn't have to be.
☯🐉 "To define Tao is to defile it" - Lao Tzu
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vidi
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 10.8K,
Visits: 40.2K
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I could do the texture now with sculptris No, is not the same :D
------------------------------------------------------------------- liebe Grüße vidi
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vidi
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 10.8K,
Visits: 40.2K
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rig make human model one time, and make many versions of new character from one rig. Right now, it looks like every time I want to change character ...like add more faces or take away faces, I have to rig all over again. You can only change the geometry , but you can not add more faces . you know It is called morphing . I know what you want to do , but it will not work. :D of course You can increase the poly count(subdivision like zbrush), for to have more geometrie and sculp more details for the normal map or better grip for shaping, but at the end, you must this transfer in the the Low Poly Version back. Therefore is it not necessary to import a rig (Bones), also not possible Only the mesh is needed.
------------------------------------------------------------------- liebe Grüße vidi
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planetstardragon
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planetstardragon
Posted 13 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 11.5K,
Visits: 46.0K
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ya, but I'd like to be able to do more also - like for example, rig make human model one time, and make many versions of new character from one rig. Right now, it looks like every time I want to change character ...like add more faces or take away faces, I have to rig all over again. I could do the texture now with sculptris - but I also have many models I already rig that I want to do new things to ..make aliens and dragons! :w00t:
☯🐉 "To define Tao is to defile it" - Lao Tzu
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vidi
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 10.8K,
Visits: 40.2K
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I do not use applink , but import you fbx as obj with the uV , that is at the end the same you create and store only the texture and then your put it on you fbx again complicated transfer with bones back and forth is really not necessary
------------------------------------------------------------------- liebe Grüße vidi
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planetstardragon
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planetstardragon
Posted 13 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 11.5K,
Visits: 46.0K
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ahh, thank you. hrmpf...was trying to find a way to connect it to messiah so i can send rig to 3DCoat but then into messiah with lwo - since 3DCoat can export lwo - but not possible since 3Dcoat doesn't take bones. Would have been nice solution to send rigs to both messiah and blender like this.
☯🐉 "To define Tao is to defile it" - Lao Tzu
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