Idea to make rigging a little less tedius.

Since Daz doesn't have a basic humanoid skeleton to rig from like other programs do I'm going to experiment to see if I can come up with something that will sort of work like one. I've taken a MakeHuman figure and sliced it up by bone selection groups then filled by bone selection group. I hope to then be able to grab the selection groups and reposition and scale them to the appropriate size for custom figures I make, then memorize the rigging and transfer it to the custom figure. After that it's just a matter of cleaning up the weight maps and I'll have hopefully eliminated the tedius task of building a skeleton from scratch and creating selection groups on my model.

 

 

Comments

  • ArtiniArtini Posts: 10,310

    Great idea. Would like to see that, after you finish it.

     

  • ghastlycomicghastlycomic Posts: 2,531

    Welp.... that didn't work the way I thought it would. You can't memorize the rigging from a pose.

  • ghastlycomicghastlycomic Posts: 2,531

    Does anyone know of a way to make a pose the new zero pose?

  • Richard HaseltineRichard Haseltine Posts: 108,067

    Try the bake rigging command in the Joint Editor tool right-click menu.

  • ghastlycomicghastlycomic Posts: 2,531

    Try the bake rigging command in the Joint Editor tool right-click menu.

    Woot!!! Yes! That does it. I tried posing the T-Posed figure in an A-Pose and backed the joint rotations then used the transfer utility on a A-Posed figure and it did it. It transfered the new rigging pose. There's adjustments of course that need to be done on the transfered figure because the weights are pretty rough and some people might want to clean up the selection face groups but overall it saves a lot fo the tedious building a skeleton from scratch every time you make a new figure.

  • ghastlycomicghastlycomic Posts: 2,531

    Of course without the touch ups the face rig is pretty good at creating abominations when transfered.

    abomination.jpg
    1000 x 1250 - 59K
  • ghastlycomicghastlycomic Posts: 2,531

    The slice and diced figure is up on ShareCG if anyone wants to experiment with it.

    http://www.sharecg.com/v/85072/view/21/DAZ-Studio/Rig-A-Tony

  • Cris PalominoCris Palomino Posts: 12,480

    Hah!  Love the name, Rig-A-Tony!

  • ArtiniArtini Posts: 10,310
    edited May 2016

    Thanks for that figure and all the others, you have published, ghastlycomic.

    By the way, I have read, that you planned to make some tutorial for 3D Coat about creating Daz clothing.

    http://www.sharecg.com/v/76213/related/21/DAZ-Studio/Bodysuit-Resources-Kit-Genesis-1

    Is it available somewhere yet?

     

    Post edited by Artini on
  • ghastlycomicghastlycomic Posts: 2,531
    Artini said:

    Thanks for that figure and all the others, you have published, ghastlycomic.

    By the way, I have read, that you planned to make some tutorial for 3D Coat about creating Daz clothing.

    http://www.sharecg.com/v/76213/related/21/DAZ-Studio/Bodysuit-Resources-Kit-Genesis-1

    Is it available somewhere yet?

     

    I've been wanting to but just haven't found the time. I'm in a play right now so when it's done in July I should have a little more free time.

  • ArtiniArtini Posts: 10,310

    Ok, thanks for let me know. I have to play with 3D Coat more myself. It have such a lot of features, I would like to explore,

    but of course finding a free time for that is also an issue for me.

  • kaotkblisskaotkbliss Posts: 2,914

    Hah!  Love the name, Rig-A-Tony!

    Now I'm hungry

  • ScavengerScavenger Posts: 2,674

    Hey...I just found something in the Rendo Free section that was like what I remember this thread talking about and I see now that it's actually what this thread is about so never mind. eep

  • mindsongmindsong Posts: 1,725
    Is there a standard humanoid skeleton that would serve the same purpose that bvh serves mocap, and obj serves for meshes? (kind of on-topic here, right?) - tnx, ms
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,082
    mindsong said:
    Is there a standard humanoid skeleton that would serve the same purpose that bvh serves mocap, and obj serves for meshes? (kind of on-topic here, right?) - tnx, ms

    Yes, Autodesk biped

    pretty much standard in all the gaming industry

  • mindsongmindsong Posts: 1,725
    good to know, how much do the Daz generations compare, with respect to general skeletal layout?, and do you recommend tools like what ghastly is producing (tnx, btw) follow that skeleton? tnx - ms
  • mindsongmindsong Posts: 1,725
    edited May 2016
    good to know, how do the various Daz generations compare, with respect to general skeletal layout?, and do you recommend tools like what ghastly is producing (tnx, btw) follow that biped skeleton? and does iclone use that as their non-std human? tnx - ms
    Post edited by mindsong on
  • SylvanSylvan Posts: 2,719
    I just learned how to rig. I have my desk plastered with post-its full of notes! I should also look into this bake rigging business...
  • PendraiaPendraia Posts: 3,598

    Cool...will have a play as soon as I can find some time.

    thanks...

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