freaking amazing, I loved it! I've been thinking about doing this exaclty, mostly mixing hard surface with transparent skin, you got me and covered it all and more in depth, I've been using this technology for a couple of years now so I do understand, but even for me this was a bit fas, I wish you could get the time break it down a bit more. Thanks so much anyways mate, keep it up!
hey. what exactly should I do. I added a prop and made an attach to the head. After that, I turned my head back and changed the position of the bones of my helmet section to suit this position of the head. BUT after this the helmet remains in the same position when using character animation. that is, the helmet does not dynamically change its position. WHAT IS THE PROBLEM
Hi @poziloyborov718 Please check if you followed the steps in the video below. If you keep encounter the same issue, please record a clip of the issue, and reach out to the support team. Video tutorial: ua-cam.com/video/266TIG8gRB4/v-deo.html Reallusion support: www.reallusion.com/CustomerSupport/User/SupportResource.html?p=ic&v=8
Hi, you said about an addon that solves the corrective deformations called "JCM controller" (if i understood correctly) but I cant find it, nor any info about it on the interwebs, could you please elaborate ?
Hi @mirceam7152, The addon you are referring to is likely to be Joint Driven Morph: ua-cam.com/video/tBNyGtLi1dE/v-deo.html marketplace.reallusion.com/joint-driven-morph
Hi @FreemanBG. Certainly. It's recommended to use Auto Setup for Unreal Engine as it can automatically assign PBR material from Character and iClone to Unreal Engine.
@@reallusionhey. what exactly should I do. I added a helmet prop and made an attach to the head. After that, I turned my head back and changed the position of the bones of my helmet section to suit this position of the head. BUT after this the helmet remains in the same position when using character animation.The helmet does not dynamically change its position in iclone too. There is no such section in the documentation. Therefore, I would be grateful for an answer and clarifications.
Hi @vladkaliensky, You can use AccuRIG to generate a skeleton for the robot, paint the skin weights and make sure the hard-surface parts don't deform when animated. For more information, visit: courses.reallusion.com/master-class/instructors/3d/pablo-munoz?product=Character%2520Creator&sort=3&keyword=ZBrush+Posing+with+Character+Creator&v=zbrush-posing-with-character-creator-part-6-adjusting-skin-weight-%7C-character-creator-and-zbrush
This was not so much a tutorial but more of a show-and-tell tech demo, but there were still some interesting ideas here.
It would be great to show up the real tutorials... But thanks Reallusion anyway! keep it up
Very nicely explained. Thanks
freaking amazing, I loved it! I've been thinking about doing this exaclty, mostly mixing hard surface with transparent skin, you got me and covered it all and more in depth, I've been using this technology for a couple of years now so I do understand, but even for me this was a bit fas, I wish you could get the time break it down a bit more. Thanks so much anyways mate, keep it up!
Nice one
Great tutorial. I've got so much to learn.
Is this workflow possible inside the Standalone version of Accurig..?
Very well done and inspiring!
hey. what exactly should I do. I added a prop and made an attach to the head. After that, I turned my head back and changed the position of the bones of my helmet section to suit this position of the head. BUT after this the helmet remains in the same position when using character animation. that is, the helmet does not dynamically change its position. WHAT IS THE PROBLEM
Hi @poziloyborov718
Please check if you followed the steps in the video below. If you keep encounter the same issue, please record a clip of the issue, and reach out to the support team.
Video tutorial:
ua-cam.com/video/266TIG8gRB4/v-deo.html
Reallusion support:
www.reallusion.com/CustomerSupport/User/SupportResource.html?p=ic&v=8
I could not understand how we leave the leg in rigging the robot can you please video clear do it by any friends
Hi, you said about an addon that solves the corrective deformations called "JCM controller" (if i understood correctly) but I cant find it, nor any info about it on the interwebs, could you please elaborate ?
Hi @mirceam7152,
The addon you are referring to is likely to be Joint Driven Morph:
ua-cam.com/video/tBNyGtLi1dE/v-deo.html
marketplace.reallusion.com/joint-driven-morph
Hello, what am I doing wrong if every single one character from sketchfab is laying on the floor after exporting from accurig as unreal-export?
I'm guessing the X should be set -90 or +90 on import
@@FPChris Hello, u mean while import from SF to AccuRIG or while import from Accu to UE ?
can all of this be exported and used in game engines?
Hi @FreemanBG.
Certainly. It's recommended to use Auto Setup for Unreal Engine as it can automatically assign PBR material from Character and iClone to Unreal Engine.
@@reallusionhey. what exactly should I do. I added a helmet prop and made an attach to the head. After that, I turned my head back and changed the position of the bones of my helmet section to suit this position of the head. BUT after this the helmet remains in the same position when using character animation.The helmet does not dynamically change its position in iclone too. There is no such section in the documentation. Therefore, I would be grateful for an answer and clarifications.
Oh they hired him!
Polush? Po-lish Hu-Zar armour.
アンリアルエンジンのみで同じことが出来るので態々買う価値が分からない
ok, so how do i rig a robot? i watched 18 mins for a lecture
Hi @vladkaliensky,
You can use AccuRIG to generate a skeleton for the robot, paint the skin weights and make sure the hard-surface parts don't deform when animated. For more information, visit:
courses.reallusion.com/master-class/instructors/3d/pablo-munoz?product=Character%2520Creator&sort=3&keyword=ZBrush+Posing+with+Character+Creator&v=zbrush-posing-with-character-creator-part-6-adjusting-skin-weight-%7C-character-creator-and-zbrush
Blah Blah Blah.....