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>> No.743280 [View]
File: 2.19 MB, 1813x870, bone_to_face-7.webm [View same] [iqdb] [saucenao] [google]
743280

>>743262
>>743246
The current rig generation setup takes an input mesh with 3 vertex groups: head and tail for bone placement, and facing for bone orientation based on normals. It then creates 1 bone per mesh island. It also automatically names the bones (from center to outside) with left and right designation, and generates vertex groups of the same name. And it can group the bones by other defined groupings (bone_to_face-8.gif).

This is all in Animation Nodes, and i've made it out of modular subprograms so that you can configure different rigs yourself (you'll need a bit of AN knowledge, but not actual python scripting.) I've created a lot of script nodes for things AN doesn't usually support, like creating bones, constraints, drivers, mixing weights, etc

The immediate use will be for making bendy bones to rig shorter hair like bangs. But it can also position existing complex bone strands as long as they have two control bones to place. And once I figure out how to navigate loops in python, it'll be able to do whole chains.

In the end, hoping for nearly 1 click hair rig creation. Throw the roots and tips of the hair in groups, select and group some faces for orientation, click Execute, and you'll have a full hair rig. But we'll see how far I get. I'm still a python novice.

>>743248
Thanks, that's a big help.

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