Hi,
I'm wondering if someone can point me to a step by step tutorial on using the autorig tool to create a rig and skin a character. The help system is somewhat useful in describing what the tools do but they don't really explain how to use them. I've seen the quadruped video and it answers some questions but what I'm really looking for is clear step by step idiot's guide to rigging a biped.
Thanks,
Jeff
AutoRig question
4548 5 1- jeffsarge
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- jeffsarge
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- goldfarb
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treat each mesh the same…
build bones > capture Mesh1 > paint capture weights
build bones > capture Mesh2 > paint capture weights
build bones > capture Mesh3 > paint capture weights
each object will have it's own deform sop
or in a new object use the object merge sop to merge all your meshes together…
or do you mean that your mesh is one object but with a number of unconnected meshes?
build bones > capture Mesh1 > paint capture weights
build bones > capture Mesh2 > paint capture weights
build bones > capture Mesh3 > paint capture weights
each object will have it's own deform sop
or in a new object use the object merge sop to merge all your meshes together…
or do you mean that your mesh is one object but with a number of unconnected meshes?
- jeffsarge
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- pelos
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the merge will put everything into a node and manage as a single object or geometry, dont know if thats the best thing to do.
we work with modo and XSI, and we do everything apart,
if a character have a tshirt or a belt, we model it as diferent geo metry,
and envelope, skin, (or any other name that a diferent 3d app has to say the geometry deform something like bones) each one, (XSI has Gator, so we only need to envelope one character very good and the rest will go along, since it copy the properties and past it into the rest of the geometry.
we work with modo and XSI, and we do everything apart,
if a character have a tshirt or a belt, we model it as diferent geo metry,
and envelope, skin, (or any other name that a diferent 3d app has to say the geometry deform something like bones) each one, (XSI has Gator, so we only need to envelope one character very good and the rest will go along, since it copy the properties and past it into the rest of the geometry.
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