Auto-Rig-Part 002

Facial Optionally, facial markers can be set up, if you wish to rig the face. Push the Add Facial button Position the markers vertices to match your character face proportions: Enter the eyeball object name in the dedicated input field Other optional teeth and tongue objects can be set to position the bones more accurately and help automatic skinning… Continue reading Auto-Rig-Part 002

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Auto-Rig-part 001

Overview Setup Setting up the model The character model must be in the center of the world (0,0,0) (as if he is… the master of the world!) It has to face the -Y global axis, it means the face and feet must point toward the front view (numpad 1). This orientation is a common standard… Continue reading Auto-Rig-part 001

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Rigify_Part_005

Layers, Bone Groups & Selection Sets Armature layers are usually used to isolate bones. Rigify can take advantage of armature layer to generate extra features and the user interface for the final rig. Blender 2.79 can handle 32 separate layers for each armature. The armature layers are visualized under the armature tab. They are split… Continue reading Rigify_Part_005

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Rigify_Part_004

Rigify Rig Types Rig types are the properties collection used by Rigify to identify what kind of rig the user is building. Note The list of available rig types appears in the Bone properties tab when the bone is selected in Pose Mode. Scroll down the Properties editor to find Rigify Type panel. The currently… Continue reading Rigify_Part_004

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Rigify_Part_003

Generating the Rig With the bones in the correct positions, jump back in Object Mode, go to the Armature tab, scroll down to the bottom and click on the Generate button to finalize the rig creation. The generation process will take from few seconds to one minute depending on rig complexity and hardware specs of your machine.… Continue reading Rigify_Part_003

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RIGIFY Part_002

Rigify Human Alignment Tips Limbs: Keep the legs as straight as possible in the front view (Rigify human works better in predictable cases). Give the knee and the elbow a slight bend angle (Rigify needs to know where your knee/elbow is pointing). Torso: Keep the spine as straight as possible in the front view (Rigify… Continue reading RIGIFY Part_002

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Rigify_Part001

Rigify Introduction Rigify helps automate the creation of character rigs. It is based around a building-block approach, where you build complete rigs out of smaller rig parts (e.g. arms, legs, spines, fingers…). The rig parts are currently few in number, but as more rig parts are added to Rigify it should become more and more… Continue reading Rigify_Part001

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Rhino

Rhino, also known as Rhinoceros or Rhino3D, is a powerful 3D modeling software developed by Robert McNeel & Associates. Let’s delve into its history and workflow: History: Inception: Rhino was first released in 1998 by Robert McNeel & Associates, a Seattle-based software company founded by Robert McNeel. It was developed as a commercial 3D modeling… Continue reading Rhino

Marvelous Designer

Marvelous Designer is a software primarily used in the fashion industry for creating 3D clothing and fabric simulations. Here’s a breakdown of its history and workflow: History: Genesis: Marvelous Designer was developed by CLO Virtual Fashion Inc., a South Korean software company founded in 2009. Its initial focus was on creating virtual fitting and garment… Continue reading Marvelous Designer

N Particles and Fluids

How to create dynamic effects using particles and fluids. The end result will be a fully composited and rendered animation of a burning log complete with roaring flames and sparking embers. This note will be broken into three phases: Phase I: Particles (sparks) Phase II: Fluids (flames) Phase III: Rendering / Compositing / Final Render… Continue reading N Particles and Fluids