I don't want to get ahead of myself and promise things I can't deliver on, so I'll wait and see how far I get with generating a control rig for the CC bones. In any case I'll take into account that some people may want to delete the armature and keep using the add-on. Keeping the iClone/CC bones would mean that animations from iClone don't need to be re-targetted (at least not animations using the same character model) and the clothing and hair does not need to be re-skinned. It would be nice to just call another add-on to do it but it's looking increasingly unlikely. Basically make it work like the bit at 3.06 in your video, press the 'Generate Rig' button and it's all done. What I want to do is generate the control rig around the original Character Creator bones, this may mean having to build my own control rig. I don't really want to do that, because it also throws away all the skinning on the outfits and the hair and I want to keep all of that, or as much as possible. (Or you can export the character as an OBJ in a T-pose or A-pose, it will keep tracking of OBJ objects and there's no armature.) Now then, so the work flow of Rigify and Autorig Pro: both seem to throw out the original bones and build a new armature from scratch. Firstly: The reason the sliders stop working is because you deleted the armature, it finds the objects and materials to update by looking through the child objects of the armature and I never considered the possibility that someone would want to delete it. So, I know it's a lot to ask, but I really like it when one designer puts together as many parts of a workflow as possible- the products tend to be so much easier to use. Sometimes it's just a matter of the parts not agreeing on what the controls are supposed to do, or terminology conflicts, but sometimes it's more serious and you need addons to make the addons work. I don't know enough about blender to know if it's a problem there, but I've seen it in plenty of commercial software that is built up with modules with different origins. The thing about there already being other addons for that, is that they sometimes don't play nice with each other. But, I do actually own Autorig now, so maybe I'll try that- it seems like it automates a bunch of stuff you have to do manually in rigify. I saw that video, it's pretty good, but I kind of like the rigify control rig better, I think. Thanks! Edit: I see that snatolokus is talking about subbing in a rigify rig, so I guess we're on the same track. I can't wait to see your rigging component! I will try to see if I can reproduce snatolokus32's process, too. I really appreciate all your work and feedback. I will try ctrl-P and just applying a Rigify armature- or perhaps AutorigPro. The plugin says it can import physics but how does that work? I have tried the other method before and it worked ok but when the characters head moves a lot the scalp mesh does not allign 100percent. My question is as follows.is there another way than to import hair from iclone via alembic. Super nice plugin so greatly appreciated. Hey there, I am working with iclone and importing it into blender works great. The script will detect those bones and export them properly.Many Thanks Victor, Here is a small test CC4 Face Expression Render Eevee Greetings rosuckmedia Nice. Just make sure the base file which has the animation controller unity has the same setup.Īlso added a note if anyone is using auto rig pro setup - then after combining the mesh make sure that all the extra bones are re-named with a pre-fix ' cc_ ' for example knife_bone would now be cc_knife_bone. You can use bone constraints to animate the object to whichever hand you want and toggle the influence as required which is so much better than using relation parent. Now you can animate the object in the same clip since its now part of your armature. Now the rigs are combined into one so it would like this -> Character1 (Armature1) + Object (Armature2) = Character1 (Armature1 combined) So select the parent first, in this case, the character rig and then the Object rig and press ' Ctrl + j ' So the result would be that you have two armatures in your outliner one for the object and the other is the character. We first need to rig the object that is an attachment. But unfortunately, the issue is not solved.īut I came up with a solution and I'm posting it here so it might help someone else who needs it.
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