Here's what I do and it works pretty well. Bake and save out the skin weights. Remove skin Scale the skeleton, if its a custom bone rig then don't scale but use Animation > Bone Tools to reposition the joints. If its biped, enter figure mode and adjust the height. Scale the mesh to match the new skeleton Reset scale…
Works for me just fine. Is the mesh is actually symmetrical? As in you apply symetry and you can toggle it on and off and the vertex/tri count doesn't change? Even if its off a little and mostly correct within the threshold tolerance it should still work. Are you clicking green to blue or blue to green to actually paste…
If the old mesh is still skinned to the skeleton and you have both the T-Pose and sitting pose, you can put the skeleton in the T-Pose move your new mesh so both meshes share the exact same space, apply the skin wrap modifier (instead of skin) to the new mesh and target the old mesh. As the old mesh deforms it will deform…
For a game character, is it typical to have a separate rig with includes face rig just for cinematics? An example case might be something like Uncharted. In cinematics you need a full face rig for acting, but in gameplay probably just a few blendshapes for the shape would suffice. The reason to have a separate rig would be…
For some strange reason, while I was rigging up this guy I decided not to add an extra helper bone at the joint between the arm and the shoulder/body, and I didn't realize my mistake until I was finished rigging and moving him through some tests. http://img.photobucket.com/albums/v416/temetry/anim1.jpg I'll redo the rig if…
Thats a good idea. I had a few min on my lunch break so I saved out .obj's and .fbx and added them to archives. FBX captured the skeleton and the skin weights, but it looks like whatever .smd importer the person used, jacked up the skeleton (joints in the right places) and the skin weights appear to be the default skin…
Hi everyone. I'm currently undertaking my final year at University and am working on my FYP. I have chosen to blend anatomy studies with the 3d modelling techniques I have learnt over the last couple of years. My FYP is to construct a layered 3d visualization of the human anatomy, including the skeletal and muscular…
I love the idea of sketchbooks, and figured I should start my own. I've been in the game industry for a few years now and I'm currently on the job hunt again. This will be a good place for me to experiment and post various test while I search for a new position. Here is a model I finished up last Wednesday. I'm not much of…
Are you sculpting in orthographic? you can press P to switch to perspective mode. Pick up a copy of Anatomy for Sculptors https://anatomy4sculptors.com/ You can use Ryan's skeleton mesh for reference, it comes with Zbrush by default.
Latest Update - Your browser does not support HTML5 video! https://i.imgur.com/1R6cw66.gifv - ------ Hi all, In this thread I'd like to document my process for developing an anatomy studying tool. I've been taking Scott Eaton's 'Anatomy for Artists' course and the knowledge he is sharing is in depth and sometimes hard to…