![]() ![]() For those with slightly more experience in rigging, you can easily make advancements to the AccuRIG’s base setup into a very capable rig with full eye controls. ![]() Many times when I import a character for any animation work, I’ll switch to the Matcap shader, which is significantly less laggy than the other shaders (It’s more of a habit of mine and not a necessity).ĪccuRIG does not currently rig the eyes of characters, but Rigify does support those controls. Using Rigify through the Character Creator Add-onīy importing through this addon, you can add Rigify controls to your character, vastly increasing the animation integration with Blender. I’m a Blender user, so I’ll be using that format to demonstrate the very useful Rigify integration provided by the Character Creator addon. This character probably has a childlike personality, so I chose one of the Kids animation packs. From here you can preview animations and download them for use in a 3D application of your choice. Uploading to ActorCore provides you access to the full animation library, limited only by what you’ve purchased. Although most characters will have a high degree of compatibility with ActorCore animations, offsetting a pose can allow for a better flow of movement for highly exaggerated characters. The thumb has an additional guide which helps alleviate issues with the thumb seen in other rigging tools.Īny adjustments to the joint nodes on one hand can be applied to the other hand using the Mirror Function.ĪccuRIG has several animations selected to preview the rigging of your models, and if needed, to adjust them using the Pose Offset feature. AccuRIG struggled to calculate the position of the fingers, but thanks to the feature mentioned, it was easy to move the joints to the correct positions. Luckily, AccuRIG can accommodate hands with zero to five fingers.Īs with most characters, the AccuRIG algorithm does a good job of estimating where the bones should go on this monkey character.Ī feature I really like is that when you hover over a joint, it shows you the ideal position compared to a human model. Also, as with many cartoon characters, this one had fewer fingers. I had to manually increase the space between the monkey’s fingers, allowing it to succeed. For example, the fingers were too close together which confused the rigging algorithm when it came time to calculate that aspect of the rig. The same applies to the other character types, but the monkey has its own set of challenges. It served as a nice challenge for AccuRIG, as it’s not a typical human character. It’s a charming character which I chose because it is very stylized and cartoonish. There have been many videos exploring this great tool, so I hope I can provide a new angle by exploring these unique characters, each with their own attributes that are useful for demonstrating some of AccuRIG’s potential.Ĭharacter One: Non-Human, Stylized Monkeyįirst up is this stylized monkey character which I purchased through Artstation from an artist named Ali Farsangi. In this tutorial I’m going to demonstrate Reallusion’s free auto-rig tool, AccuRIG. This is generally done by ZRemeshing or otherwise retopologizing a new low poly version of the mesh with quality topology, subdividing it sufficiently, and projecting the detail from the original version of the mesh onto the new one with one of the various methods.Greetings, this is Peter Alexander. A mesh in this form will provide the best results for the purpose of the finest detail scultpting, painting, unwrapping for UV, posing, and texture export. When your mesh geometry is in a stable state and you are ready to begin posing, you should transition to a multi-resolution version of the mesh with a clean low poly base with evenly distributed quads. Meshes with that many points on the surface will perform poorly, distort much more easily and be more difficult to correct when they do distort.īeyond that that weighting of the rigging is determined by the placement and distribution of the ZSpheres, so you may have to adjust those to get the falloff you want. The mesh resolution is certainly one part of the problem.
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