![]() We could identify uncritical bones (nose bridge, nose tip, Nose base) and just leave those out of our animations or only do rotational animations. We possibly can use the same strategy for human Face Animation as well. So users still can use the Shape Sliders OR use facial animations. BTW the default face shape for Male and female do not differ except for the Head size. So do not touch the Face appearance sliders and just define animations for the default shape. We really want to use them for something. But on the other side we have more than 40 bones on the face now. buy Avastar here: Get my Bento hand poses for Blender. Well, this is better than we had before, where we could not modify the appearance of mesh characters at all. Today's video is about Avastar's Bento Skeleton, and what each 1 of the bone sets are used for. So all we have is Shape Sliders to define the appearance of the character. So we seem to have basically 3 options provided we keep with the Animation system as it is: Only use Shape Sliders Lets say we wanted to create the eye blink. This becomes even worse when we take custom animation into account. ![]() and i recommend you read that if you want a more in depth explanation of clothes rigging,but if youre in a rush and have 20 minutes to spare then this is the tutorial for you. The problem is that whatever we try to do, we never can create a custom pose that works equally well for all variations of the Shape. This is a quick Video I made explaining how to rig mesh clothing in blender using the avastar plugin and blenders Weight Transfer tool. ![]() So you see whatever we try to do, the result of combining the Shape and the Pose might create not the desired results (opening/closing the eyes in this case) So what can we do ? Since the animation only modifies the upper eyelid, the translation of the lower eyelid remains unchanged. One might think the Control bones are also used (as Deform Bones) for weighting purposes. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. The eye bones are used indirectly for animation via the eye control bone. So the Translation of the upper eyelid that is imposed by the Shape slider is replaced by the Translation that is imposed by the pose. Origin the origin marker for the avatar (see below) Extra some less used controlling bones (Foot, Toe, Skull, and Eye bones). You see the Translation replaces the influence of the shape. ![]()
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