2 registered members (Akow, tomaslolo),
1,536
guests, and 12
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Easy way to rerig models ?
#472421
04/26/18 19:51
04/26/18 19:51
|
Joined: Jul 2008
Posts: 2,107 Germany
rayp
OP
X
|
OP
X
Joined: Jul 2008
Posts: 2,107
Germany
|
Hi. Rigging is one of the things i cant do. And cause its a hobby i even want to Now i have a model with bones and some mocap BVH's. Is there any Software that combines those different bone structures in an easy way? When i recorded my own mocaps, iPi Soft did it on the fly if i remember right. But the license is gone and very expensive btw. edit: Like Mixamo.com but with own bone model. Thanks for any tips. Greets
Last edited by rayp; 04/26/18 20:30.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
|
|
|
Re: Easy way to rerig models ?
[Re: txesmi]
#472430
04/27/18 07:39
04/27/18 07:39
|
Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
|
Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
|
It can work pretty well if the models are similar enough and if you can match the idle pose to the model you're importing from.
POTATO-MAN saves the day! - Random
|
|
|
Re: Easy way to rerig models ?
[Re: rayp]
#472478
04/30/18 08:52
04/30/18 08:52
|
Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
|
Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
|
With bones done in the vertexshader the limit is 72, yes. For cpu bones I don't think there's a limit. (I once used a static model with about 320 bones. I wouldn't want to animate this at runtime, though)
Edit: you could probably write your own animation system. I don't think it's worth it, though.
Last edited by Kartoffel; 04/30/18 09:00.
POTATO-MAN saves the day! - Random
|
|
|
Moderated by mk_1, Perro, rayp, Realspawn, Rei_Ayanami, rvL_eXile, Spirit, Superku, Tobias, TSG_Torsten, VeT
|