Rigging

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  • Alright guys, got the male undersuit rigged. I rigged it in Blender using the Rigify addon. Really enjoyed using it, wasn't that hard at all. About to import a Genesis 2 male into my Blender scene with G2M in with standard T-pose position. Then posing the male undersuit to match the G2M as close as possible. I know Kaotbliss was able to get the female undersuit to work using the Transfer Utility without the female under suit not being in  Tpose position. I tried many times but it didn't work for me. On that note, which I don't think previously I've asked this. When scaling and moving the bones to match the under suit, does the orientation of the bones all have to be the same on both sides of the rig? What I mean by this is if I were to scale the right shin bone, should the left shin bone be the exact same scale also. Also, by keeping both side exactly the same, is there a mirror option that I can select when manipulating one side of G2M'S RIG?

    Daz does have a symmetry option for posing. I'm not sure what it does with scaling though. I hardly ever use it. I think it's under edit->figure->symmetry

    When I did the female suit, I did it the hard way and copied the xyz rotations and scales from one bone and pasted them to the opposite side and made adjustments as needed, then moved on to the next bone.

    When I tried the last time, I just typed in the numbers of whatever the opposites bone was.

     

  • joshuabouillion87joshuabouillion87 Posts: 99
    edited April 2016

    With a donor rig of the G2M. Is it not possible to use Transfer Utility?

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  • joshuabouillion87joshuabouillion87 Posts: 99
    edited May 2016

    I think the hips need to be moved up, and the thighs definitely need to move outward in the direction of the arrows that I drew on the image above.

    Also, with the donor rig I'm able to translate the bones as needed. With the G2 male I'm unable to acheive this. At one point I even locked some of the other limbs such as the hip, and shins. Still doesn't work, ends up translating the whole G2 male, when trying to just translate the thigh. I'm assuming the thigh area is probably the most evident area that is causing the Transfer Utility to not work properly.If there is a way to access the bones of the G2 male, and manipulate as such with the donor rig? Please do tell. Will post more pics to show how everything looks so far.laugh

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  • joshuabouillion87joshuabouillion87 Posts: 99
    edited May 2016

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  • kaotkblisskaotkbliss Posts: 2,914

    Sorry I haven't been able to mess with this yet, I've been super busy both at work and home but it looks like you are almost there.

    You'll provbably have to turn on the "show hidden" in the perameters options and scale the chest a bit for the G2M, also if you scale the hips x value, that should fill in the space and seperate the legs, also you may need to rotate the feet outward a little more to match the suit.

    Scale the y value of the shins until the knees of the figure line up to the knees of the suit, then scale the y of thighs until the hip is in place. (You may then need to down-scale the y of the abdomen areas to bring the shoulders back down).

    The main factor is making sure the bends on the figure (elbows, knees, fingers, etc.) line up with where the suit needs to bend then making sure the reverse morph option (or whatever it's called) is checked when you do the rigging transfer.

  • Sorry I haven't been able to mess with this yet, I've been super busy both at work and home but it looks like you are almost there.

    You'll provbably have to turn on the "show hidden" in the perameters options and scale the chest a bit for the G2M, also if you scale the hips x value, that should fill in the space and seperate the legs, also you may need to rotate the feet outward a little more to match the suit.

    Scale the y value of the shins until the knees of the figure line up to the knees of the suit, then scale the y of thighs until the hip is in place. (You may then need to down-scale the y of the abdomen areas to bring the shoulders back down).

    The main factor is making sure the bends on the figure (elbows, knees, fingers, etc.) line up with where the suit needs to bend then making sure the reverse morph option (or whatever it's called) is checked when you do the rigging transfer.

    Not a problem bro, will give it go as to what you've just mentioned above. Maybe not tonight but sooner, or later. Thanks!

     

  • http://www.mediafire.com/download/yvl17g36gkz6787/05FinalrigUnderSuit.obj

    If anyone is interested in doing the transfer utiliity for the Male Under suit, you can find it in the above link. Its rigged for Blender, and its also in T-pose position. Kaotbliss has been busy lately, so he hasn't been able to take a look at. I told him last night if I continue to try and get the Transfer Utility work, I'm gonna pull out my hair out, lol! I feel that I've done put in countless hours to do it myself, but to no avail I've come up empty handed. Hoping that someone can help.wink

  • So I'm looking into getting a graphics card for using iray.Was wondering if I purchased one for like 60 dollars, would it work better than just the CPU? My wife has a Sony VAIO (labtop) its like three years old. Its just that DAZ becomes unresponsive when in Iray preview mode.Using just Mars 360 HDRI is OK when rotating to a different view. But putting a environment from Stonemason just totally slows it down. I dare not click on something, or DAZ is not responding until let's say five to ten minutes before I can click on something else. It just sucks! Any input on this matter? Thanks guys!
  • kaotkblisskaotkbliss Posts: 2,914

    Unless you are getting that card at a deep discount, it's unlikely a $60 card will even be used by Iray at all. You need at least a 4GB card and even then if the scene doesn't fit on the cards ram, Daz won't use it anyway.

  • Unless you are getting that card at a deep discount, it's unlikely a $60 card will even be used by Iray at all. You need at least a 4GB card and even then if the scene doesn't fit on the cards ram, Daz won't use it anyway.

    EVGA GeForce GT 610 2GB DDR3 PCI Express 2.0 Graphics Card. That's what I was looking at. But you mentioned 4G, any recommendations for the cheapest purchase for one.
  • Richard HaseltineRichard Haseltine Posts: 108,026
    edited June 2016

    There are, or were until recently at least, 4GB versions of the 740, they were about 80GBP so probably a similar sum in USD.

    Post edited by Richard Haseltine on
  • There are, or were until recently at least, 4GB versions of the 740, they were about 80GBP so probably a similar sum in USD.

    Went ahead and checked. The cheapest starting price is around $105. Even though I got the cash, I'm just not ready to dish out all at one time. Being that the wife wants to do a little mini vacation pretty soon. And considering that I've spent about $60 bucks in the DAZ store over the last month. Guess I'll have to make with what I got, lol. Although, I've been wanting to ask. Don't really wanna clutter the new users forum with another thread. So I'll ask here. My question is about Mech4d PBR shaders Vol 1. Is there another thread here on the forum that might of touched up on this topic? I know Mech4d kind of touches up on her products, just need more visuals on how to apply the shaders within DAZ studio.
  • Special thanks goes to Kaotbliss for being very GRACIOUS, with doing the transfer utility for the Halo 5 Male undersuit! Also to Midnight_stories for providing the Mars 360 enviroment! And further credit goes to wolverine back at the 4O5TH.com for adding the pelican, the camera lens glare, and lighting his custom spartans back side up a little more. wolverine originally started doing his own custom drawing posting it in his build thread back at the 405th.com. After seeing his work(photoshop skills) I decided to give him some help by going thru the tedious work of setting up the different armor parts and parenting them to the undersuit. At the time he had no clue I was doing this. Provided him some renders, after that let's just say he was well pleased! The under suit, and armor varient assets were provided by the 4O5th. The armor is a mixture of the hunter, centurion, and hermes armor varients worn by Spartan Locke, Fred, and Kelly featured in Halo 5. If anyone is curious, or unfamiliar with the 405th.com, it's for those who love doing cosplay, mainly Halo stuff. Again thanks for all the help!

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  • Hi guys, its been a while since I posted here. Got a little project  that I would like to do, just not sure on how to go about achieving it. If we look at the above photo we can see that the armor has some areas that has lights. For now I just want to focus on the helm. I've kinda already played around with trying to acheive this. I used the Geometery Editor selected the Faces of the mesh that I wanted on the helm, then RMB click to get the pop up window. Then I clicked on Create new surface. After that I went into the Surfaces tab to click on my new surface that I created in which was named GLOW. Selected GLOW, applied one of the Emissive light presets from DzFire's Simple Emissive Light Shaders for Iray. Then I went ahead, and did a render. Problem. No emissive lights were showing up in the render. Is it because I didn't set the Lumins to a higher number?

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  • kaotkblisskaotkbliss Posts: 2,914

    Probably, the emmissive defaults are really low, For glowing bits I tend to go somewhere between 20,000 - 50,000 and change the units to lm

  • Hi guys, its been a while since I posted here. Got a little project  that I would like to do, just not sure on how to go about achieving it. If we look at the above photo we can see that the armor has some areas that has lights. For now I just want to focus on the helm. I've kinda already played around with trying to acheive this. I used the Geometery Editor selected the Faces of the mesh that I wanted on the helm, then RMB click to get the pop up window. Then I clicked on Create new surface. After that I went into the Surfaces tab to click on my new surface that I created in which was named GLOW. Selected GLOW, applied one of the Emissive light presets from DzFire's Simple Emissive Light Shaders for Iray. Then I went ahead, and did a render. Problem. No emissive lights were showing up in the render. Is it because I didn't set the Lumins to a higher number?

    Probably, the emmissive defaults are really low, For glowing bits I tend to go somewhere between 20,000 - 50,000 and change the units to lm

     

     

    Thanks Kaot! Also, you wouldn't happen to be familiar with Mech4d's PBR shaders?

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  • kaotkblisskaotkbliss Posts: 2,914

    Unfortunately no :( I've not had a chance to pick any up yet. But i want to

  • joshuabouillion87joshuabouillion87 Posts: 99
    edited September 2016

    Unfortunately no :( I've not had a chance to pick any up yet. But i want to

    Yeah definitely worth having! Played with the  (LIE) layered image editor, last night. Had problems though. When I would add the normal maps provided by Mech4d's Normal map(akaMICRO SURFACE), it mess with my normal map for the the helmet. So I'm definitely looking into figuring out how to apply two NORMAL maps at one time.

     

    Post edited by joshuabouillion87 on
  • joshuabouillion87joshuabouillion87 Posts: 99
    edited January 2017

    Was wondering if anyone knows how to view the joint rotation orders for the Genesis 2 male? I have all my joints edited and labeled, which is ready for rigging.I just need to set the joints rotations, and wanted to use the Genesis 2 male's rotations as a cheat sheet.

     

     

     

     

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  • Use the Joint Editor tool to select the bone, then look at the Tool Settings pane.

  • Use the Joint Editor tool to select the bone, then look at the Tool Settings pane.

    Thanks Richard! That was exactly what I was looking for. Only thing that I might have to do is start over with is specifying groups again, lol!So time consuming. I wish DAZ had something similar to Blender's Rigify. So easy to do because it gives you a skeleton rig from the get go. But, I'm so used to posing figures in DAZ.

    Use the Joint Editor tool to select the bone, then look at the Tool Settings pane.

    Use the Joint Editor tool to select the bone, then look at the Tool Settings pane.

    Thanks Richard! That was exactly what I was looking for. Only thing that I might have to do is start over with is specifying groups again, lol!So time consuming. I wish DAZ had something similar to Blender's Rigify. So easy to do because it gives you a skeleton rig from the get go. But, I'm so used to posing figures in DAZ. Oh well.
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