MPFB issues with Rigify 3.1 features bug.If you want to participate in the bug reporting, see However, you should not be surprised if the rigify functionality does not work as desired. The weight painting is crude, bone sizes ends up looking strange, teeth and eyes object have crude The rigify code is highly experimental and known to sometimes produce strange results. To have a reasonable idea of what to expect from the addon.Įspecially the following areas will need more work before being considered stable: Rigify While much of the functionality in MPFB2 is in principle finished and working, some parts are still a bit rough around the edges. Most of the functionality available in the UI is implemented via these generic stateless services, enabling outside re-use. Thus, creating a new human mesh in your own addon is as easy as: from import HumanServiceīasemesh_object = HumanService.create_human() Further, one primary design goal has been to enable third party addons to use MPFB as an API. The code base has been restructured to be more extensible and future proof. The code base has been rewritten from scratch Loading a pose which wasn’t originally made for it. The pose loading system will take character size and shape into account when Poses can be stored in the library and then be reused for multiple characters. The default / default-no-toes rigs have support for IK helpers, enabling IK control of fingers, hands, feet and eyes. It can then be generated to a final rigify rig.īefore using this, you should read the “known issues” section at the bottom of this page, as the rigify functionality is not altogether stable. It will be automatically fitted to the body shape. There is a new and configurable procedural eye shader.Ī new rigify meta-rig can be added, with weights, to a humanoid mesh. Rather than providing a static mesh, all parametric settings are stored as shape keys.Īssets can be dynamically loaded from an asset libraryĪssets such as skin, eyes and clothes can be loaded dynamically from an asset library. If you have characters modeled in MakeHuman, you can easily load these in Blender by simply opening the MHM file.Īll parametric settings are stored as shape keys The changes are reflected dynamically and continuously in the viewport. They can then later be modified dynamically on the created mesh.Īll features of the body can be modeled using parametric settings. You can quickly create a new humanoid mesh on the “New Human” -> “From scratch” panel. CODING: Large parts of the codebase can be used as an API by other third party addons.CODING: The codebase has been rewritten from scratch to make it more extensible and future-proof.RIGGING: Poses can be stored as presets which can then be applied to other characters.RIGGING: There is a new IK helper setup with support for finger/hand/arm/foot/leg/eyes IK.RIGGING: There is a one-click-add functionality for adding a rigify meta rig to a character, and a button for then generating the final rigify rig.MATERIALS: There is a new procedural eye material.The assets are listed in an asset library in the UI. ASSETS: Clothes, proxies, hair, rigs and other assets can be added to the character in blender.MODEL: When creating characters in blender, targets are added as shape keys (earlier, you got a baked mesh with all shapes applied).MODEL: MHM files can be opened directly in blender, as an alternative to the online import functionality from MakeHuman.
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