Thanks for the excellent tutorial. Would you consider doing the same but for more problematic bones like shoulders or hips and demonstrate how a RBF setup could look like ?
I have a video on shoulder using RBF ua-cam.com/video/NiMuXIGo6lo/v-deo.html You can easily add more bones to the setup once you know how it works. I don't have any plans to demonstrate anything like that on the Ogre,
@@CGDive Thanks a lot, I'll give it a watch. Do you think this RBF method is a viable one for mid-tier video-games rigs ? What would be your go-to technique to have nice shoulders and hips for a game with decent detailing, yet not full AAA.
@@ugu8963 RBF will be used for the Blender control rig only, the game rig will be baked and stripped from that functionality at export anyway. So it doesn't matter if your rig is a game rig or not, or if it's AAA or mid or low. All that matters is whether it you consider it worth the time to implement it.
@@CGDive yeah, but I meant about the time to implement it compared to the level of detail you can gain out of it. It seems UE has a real-time RBF implementation, but mainly to control morph target/shape key/blend shape (however they may be called).
I am currently using AUTO-RIG PRO and all of my characters are wearing different shoes with different height elevations. Barefoot, boots, high heels. It is the same way when you create a female character in a game like Grand Thief Auto or Saints Row. How do I attach the shoes to the rig of my characters and animate them without making separate animations with different shoes? Can someone help me?
I have been wondering the same thing. I gave up on my project that I've been working on for the past 4 years because this is the one thing that I've been wondering about that's holding me back and nobody is going to make a video on it. But I'll wish you good luck.
What you could do is parent all those different shoes and use custom property to toggle between the different shoes. Than you use a driver. You could make a prop for each different shoe. But I would use an IntProperty and use that number to show/hide the view and tender option in the outline. Then when you cycle between the numbers each different shoe will show/hide when it's number is active or not
For the driver, you click on the eye icon> add driver > variable. Than point it to the armature and then use the custom property you made for the target. It's the input field below it. I bet if you search on UA-cam for show hide custom props with driver it will show a video
Here is a link by Pierrick, he shows a different outcome. But the principle of how he added and used a driver is the same. I said use variable, but better use sing property
great thank you
Thanks for the excellent tutorial.
Would you consider doing the same but for more problematic bones like shoulders or hips and demonstrate how a RBF setup could look like ?
I have a video on shoulder using RBF
ua-cam.com/video/NiMuXIGo6lo/v-deo.html
You can easily add more bones to the setup once you know how it works.
I don't have any plans to demonstrate anything like that on the Ogre,
@@CGDive Thanks a lot, I'll give it a watch. Do you think this RBF method is a viable one for mid-tier video-games rigs ? What would be your go-to technique to have nice shoulders and hips for a game with decent detailing, yet not full AAA.
@@ugu8963 RBF will be used for the Blender control rig only, the game rig will be baked and stripped from that functionality at export anyway. So it doesn't matter if your rig is a game rig or not, or if it's AAA or mid or low. All that matters is whether it you consider it worth the time to implement it.
@@CGDive yeah, but I meant about the time to implement it compared to the level of detail you can gain out of it.
It seems UE has a real-time RBF implementation, but mainly to control morph target/shape key/blend shape (however they may be called).
👍👍
thank u. u are best !!!
You're welcome!
I am currently using AUTO-RIG PRO and all of my characters are wearing different shoes with different height elevations. Barefoot, boots, high heels.
It is the same way when you create a female character in a game like Grand Thief Auto or Saints Row.
How do I attach the shoes to the rig of my characters and animate them without making separate animations with different shoes?
Can someone help me?
I have been wondering the same thing.
I gave up on my project that I've been working on for the past 4 years because this is the one thing that I've been wondering about that's holding me back and nobody is going to make a video on it.
But I'll wish you good luck.
What you could do is parent all those different shoes and use custom property to toggle between the different shoes. Than you use a driver. You could make a prop for each different shoe. But I would use an IntProperty and use that number to show/hide the view and tender option in the outline. Then when you cycle between the numbers each different shoe will show/hide when it's number is active or not
@@spittingame4241see my comment below
For the driver, you click on the eye icon> add driver > variable. Than point it to the armature and then use the custom property you made for the target. It's the input field below it. I bet if you search on UA-cam for show hide custom props with driver it will show a video
Here is a link by Pierrick, he shows a different outcome. But the principle of how he added and used a driver is the same. I said use variable, but better use sing property
Sorry who wants to paint vertex weights for hours and hours? 😅
Most people don't but it has to be done regardless. 😹