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- 1
- 00:00:18,009 --> 00:00:20,699
- 2
- 00:00:20,699 --> 00:00:22,349
- Welcome, we will see
- 3
- 00:00:22,349 --> 00:00:24,769
- a small example of how to rig
- 4
- 00:00:24,769 --> 00:00:26,169
- it will be quick
- 5
- 00:00:26,169 --> 00:00:27,810
- let's see how
- 6
- 00:00:27,810 --> 00:00:29,769
- using Blender 2.66a
- 7
- 00:00:29,769 --> 00:00:31,699
- 8
- 00:00:31,699 --> 00:00:34,830
- 9
- 00:00:34,830 --> 00:00:38,420
- as it is in April 2013 and we can do a good rigging
- 10
- 00:00:38,420 --> 00:00:39,579
- 11
- 00:00:39,579 --> 00:00:42,690
- or at least an simple basic one
- 12
- 00:00:42,690 --> 00:00:45,690
- Let's do a small clothing piece
- 13
- 00:00:45,690 --> 00:00:48,460
- the very first thing is to get
- 14
- 00:00:48,460 --> 00:00:50,490
- and open
- 15
- 00:00:50,490 --> 00:00:52,219
- "Avatar Workbench 2.65.blend"
- 16
- 00:00:52,219 --> 00:00:55,570
- 17
- 00:00:55,570 --> 00:01:00,350
- You can see that opening it there is an avatar
- 18
- 00:01:00,350 --> 00:01:02,630
- which is a female body
- 19
- 00:01:02,630 --> 00:01:06,650
- I did in the past a small video showing
- how to import
- 20
- 00:01:06,650 --> 00:01:09,530
- a male body to be used
- 21
- 00:01:09,530 --> 00:01:15,000
- but here you might enable
- layer 3 and we get it
- 22
- 00:01:15,000 --> 00:01:18,880
- male body is a small news
- 23
- 00:01:18,880 --> 00:01:21,100
- of Avatar WorkBench
- 24
- 00:01:21,100 --> 00:01:24,900
- Avatar Workbench for who doesn't know you can
- 25
- 00:01:24,900 --> 00:01:26,410
- 26
- 00:01:26,410 --> 00:01:31,370
- download from blog.machinimatrix.org => avatar workbench here
- 27
- 00:01:31,370 --> 00:01:33,280
- we have various versions
- 28
- 00:01:33,280 --> 00:01:36,620
- the latest is 2 65
- 29
- 00:01:36,620 --> 00:01:41,010
- containing the "default male"
- we have seen
- 30
- 00:01:41,010 --> 00:01:44,080
- now let's do
- 31
- 00:01:44,080 --> 00:01:49,620
- a quick tutorial on how to make a cloth,
- let's make a small skirt
- 32
- 00:01:49,620 --> 00:01:50,990
- let's call it a
- 33
- 00:01:50,990 --> 00:01:52,780
- skirty
- 34
- 00:01:52,780 --> 00:01:55,860
- to model a skirty we do "3"
- 35
- 00:01:55,860 --> 00:01:57,010
- "5"
- 36
- 00:01:57,010 --> 00:01:58,240
- "5"
- 37
- 00:01:58,240 --> 00:02:00,560
- build using SHIFT-A
- 38
- 00:02:00,560 --> 00:02:01,560
- 39
- 00:02:01,560 --> 00:02:03,609
- let's build a
- 40
- 00:02:03,609 --> 00:02:07,100
- cylinder
- 41
- 00:02:07,100 --> 00:02:08,369
- "s"
- 42
- 00:02:08,369 --> 00:02:13,829
- shrink it until it is more or less
- close to the size of our skirty
- 43
- 00:02:13,829 --> 00:02:15,179
- ok
- 44
- 00:02:15,179 --> 00:02:18,469
- lift it up
- 45
- 00:02:18,469 --> 00:02:20,449
- let's suppose these are
- 46
- 00:02:20,449 --> 00:02:23,209
- the sizes
- 47
- 00:02:23,209 --> 00:02:25,469
- we are interested in
- 48
- 00:02:25,469 --> 00:02:27,259
- let's remember
- 49
- 00:02:27,259 --> 00:02:29,929
- we can keep it this way right now
- 50
- 00:02:29,929 --> 00:02:36,289
- we can use the known technique
- of shrink-wrap
- 51
- 00:02:36,289 --> 00:02:39,659
- let's go in edit mode
- 52
- 00:02:39,659 --> 00:02:42,899
- NOTE: in previous video
- 53
- 00:02:42,899 --> 00:02:45,029
- I forgot to click on
- 54
- 00:02:45,029 --> 00:02:50,339
- the selection of hidden vertices
- A, B
- 55
- 00:02:50,339 --> 00:02:54,679
- then we select
- 56
- 00:02:54,679 --> 00:02:59,079
- we can keep it this way
- but let's docontrol-R
- 57
- 00:02:59,079 --> 00:03:01,759
- let's make it bigger
- 58
- 00:03:01,759 --> 00:03:03,419
- with these vertices
- 59
- 00:03:03,419 --> 00:03:04,419
- ok
- 60
- 00:03:04,419 --> 00:03:07,649
- what we want to do is to insert
- 61
- 00:03:07,649 --> 00:03:09,189
- shrink-wrap
- 62
- 00:03:09,189 --> 00:03:13,989
- shrink-wrap (go to object mode) we must do it
- 63
- 00:03:13,989 --> 00:03:15,939
- including the whole avatar
- 64
- 00:03:15,939 --> 00:03:20,469
- probably it is a good idea to select
- bottom part and shift select the
- 65
- 00:03:20,469 --> 00:03:22,449
- upper part
- 66
- 00:03:22,449 --> 00:03:27,359
- control J so now we have a unique mesh object
- 67
- 00:03:27,359 --> 00:03:29,409
- this helps us
- 68
- 00:03:29,409 --> 00:03:31,509
- here
- 69
- 00:03:31,509 --> 00:03:36,439
- we must enlarge a bit: press s
- 70
- 00:03:36,439 --> 00:03:39,239
- shift z
- 71
- 00:03:39,239 --> 00:03:44,669
- let's enlarge it to be sure it is
- completely external to the avatar
- 72
- 00:03:44,669 --> 00:03:48,529
- now we go with "3" on the right
- 73
- 00:03:48,529 --> 00:03:51,149
- let's add a modifier
- 74
- 00:03:51,149 --> 00:03:53,679
- shrink wrap
- 75
- 00:03:53,679 --> 00:03:55,240
- we want that
- 76
- 00:03:55,240 --> 00:03:58,019
- the target be
- 77
- 00:03:58,019 --> 00:04:02,010
- let's go to the end of this table
- 78
- 00:04:02,010 --> 00:04:04,029
- use the mouse wheel
- 79
- 00:04:04,029 --> 00:04:08,099
- go to "upper body mesh"
- 80
- 00:04:08,099 --> 00:04:12,689
- Blender is changing the
- cylinder to be
- 81
- 00:04:12,689 --> 00:04:14,589
- tightened to the mesh
- 82
- 00:04:14,589 --> 00:04:19,109
- let's do it a bit less tight
- to have it go out a bit
- 83
- 00:04:19,109 --> 00:04:21,319
- just a bit, here it is
- 84
- 00:04:21,319 --> 00:04:24,189
- this way is is quite similar to
- what we want
- 85
- 00:04:24,189 --> 00:04:28,379
- go "tab"
- 86
- 00:04:28,379 --> 00:04:29,900
- and make it
- 87
- 00:04:29,900 --> 00:04:32,520
- smooth
- 88
- 00:04:32,520 --> 00:04:37,229
- to be able to see it better
- add a material
- 89
- 00:04:37,229 --> 00:04:39,110
- so it is more visible
- 90
- 00:04:39,110 --> 00:04:41,360
- set the color to
- 91
- 00:04:41,360 --> 00:04:44,330
- a birght green ok
- 92
- 00:04:44,330 --> 00:04:48,140
- then to see it press f12
- 93
- 00:04:48,140 --> 00:04:50,949
- we are not seeing it..
- 94
- 00:04:50,949 --> 00:04:53,309
- but
- 95
- 00:04:53,309 --> 00:04:55,469
- go to object mode
- 96
- 00:04:55,469 --> 00:04:59,559
- we see that it's enough
- 97
- 00:04:59,559 --> 00:05:01,089
- good enough
- 98
- 00:05:01,089 --> 00:05:03,789
- if we are satisfied
- 99
- 00:05:03,789 --> 00:05:06,749
- apply the modifier
- 100
- 00:05:06,749 --> 00:05:09,249
- to apply the modifier go to
- 101
- 00:05:09,249 --> 00:05:13,479
- object mode choose the modifier and
- 102
- 00:05:13,479 --> 00:05:15,189
- apply it
- 103
- 00:05:15,189 --> 00:05:22,189
- now we have this skirty which is
- made of 320 vertices
- 104
- 00:05:22,249 --> 00:05:25,159
- done, we can fix it
- 105
- 00:05:25,159 --> 00:05:29,469
- we could align it you see
- there are some imperfections, but it's good enough
- 106
- 00:05:29,469 --> 00:05:32,430
- what I wanted to show you is how
- 107
- 00:05:32,430 --> 00:05:36,879
- to "parent" the skirty with
- 108
- 00:05:36,879 --> 00:05:39,449
- my armature, how we can do it
- 109
- 00:05:39,449 --> 00:05:40,789
- go in
- 110
- 00:05:40,789 --> 00:05:42,569
- object mode
- 111
- 00:05:42,569 --> 00:05:46,409
- select skirty and then shift
- 112
- 00:05:46,409 --> 00:05:49,400
- right click we have selected
- 113
- 00:05:49,400 --> 00:05:51,939
- two things at the same time
- first
- 114
- 00:05:51,939 --> 00:05:54,839
- the skirty and then the armature
- 115
- 00:05:54,839 --> 00:05:56,819
- press "control p"
- 116
- 00:05:56,819 --> 00:06:02,789
- put armature deform with empty groups
- this can be ok
- 117
- 00:06:02,789 --> 00:06:07,680
- empty groups means that - we can check this
- 118
- 00:06:07,680 --> 00:06:12,529
- if we selected only the skirty
- 119
- 00:06:12,529 --> 00:06:17,240
- now we have the armature if we
- go on the vertices we see
- 120
- 00:06:17,240 --> 00:06:19,979
- all the bones
- 121
- 00:06:19,979 --> 00:06:24,059
- and we can see the the specific weights (weight paint)
- 122
- 00:06:24,059 --> 00:06:27,240
- selecting single bone we see
- 123
- 00:06:27,240 --> 00:06:29,210
- it is completely blue
- 124
- 00:06:29,210 --> 00:06:30,680
- this is correct
- 125
- 00:06:30,680 --> 00:06:35,130
- for these bones, obviously they are blue
- since they are higher bones but if we get
- 126
- 00:06:35,130 --> 00:06:37,550
- hip this is
- 127
- 00:06:37,550 --> 00:06:42,220
- blu but we should color it
- 128
- 00:06:42,220 --> 00:06:44,349
- we can exploit the fact that we actually
- 129
- 00:06:44,349 --> 00:06:48,629
- have a base coloring in the base avatar
- 130
- 00:06:48,629 --> 00:06:50,809
- so we might simply copy
- 131
- 00:06:50,809 --> 00:06:55,139
- i.e. take as basis the basic avatar
- and copy weights on our piece of clothing
- 132
- 00:06:55,139 --> 00:06:58,080
- to do that with the skirty go in object mode
- 133
- 00:06:58,080 --> 00:07:03,129
- select base avatar then shirt
- and as second and last selection
- 134
- 00:07:03,129 --> 00:07:05,020
- the skirty
- 135
- 00:07:05,020 --> 00:07:07,559
- go in
- 136
- 00:07:07,559 --> 00:07:12,039
- weight paint... when being in weight paint
- "weight tools" appear
- 137
- 00:07:12,039 --> 00:07:15,139
- here we have some new features in Blender 2.67
- 138
- 00:07:15,139 --> 00:07:20,919
- you can choose "transfer weights"
- and this is the outstanding function
- 139
- 00:07:20,919 --> 00:07:22,379
- not existing before
- 140
- 00:07:22,379 --> 00:07:26,960
- select "transfer weights"
- and weights are magically transferred
- 141
- 00:07:26,960 --> 00:07:31,860
- check that all vertex groups are transferred
- 142
- 00:07:31,860 --> 00:07:36,659
- use the nearest face method (there are other options)
- but we are ok with the default
- 143
- 00:07:36,659 --> 00:07:38,930
- to begin with
- 144
- 00:07:38,930 --> 00:07:42,990
- and to see how you can do we can start with
- "hip right" which
- 145
- 00:07:42,990 --> 00:07:46,349
- is influencing all this area
- 146
- 00:07:46,349 --> 00:07:49,729
- see that here
- 147
- 00:07:49,729 --> 00:07:54,680
- it is missing: it should influence also a bit here
- 148
- 00:07:54,680 --> 00:07:57,020
- we should fix this
- 149
- 00:07:57,020 --> 00:08:00,580
- so that when
- 150
- 00:08:00,580 --> 00:08:03,139
- this tigh is raising, it should raise also
- 151
- 00:08:03,139 --> 00:08:05,679
- here on the right
- 152
- 00:08:05,679 --> 00:08:09,979
- how we can do it easily?
- It's simple we just "paint" with a brush
- 153
- 00:08:09,979 --> 00:08:11,550
- we say
- 154
- 00:08:11,550 --> 00:08:15,089
- "paint with a brush"
- 155
- 00:08:15,089 --> 00:08:17,080
- then
- 156
- 00:08:17,080 --> 00:08:21,789
- I move a bit also
- 157
- 00:08:21,789 --> 00:08:25,149
- the other part
- 158
- 00:08:25,149 --> 00:08:29,749
- actually we should do this in such a way
- that when we raise this
- 159
- 00:08:29,749 --> 00:08:33,890
- it should move the equivalent part at the left
- 160
- 00:08:33,890 --> 00:08:35,560
- here again
- 161
- 00:08:35,560 --> 00:08:40,000
- we should paint to influence also this
- 162
- 00:08:40,000 --> 00:08:43,440
- let's paint it red so to influence
- 163
- 00:08:43,440 --> 00:08:46,850
- this part of the skirty
- 164
- 00:08:46,850 --> 00:08:50,310
- we are seeing just a simple
- 165
- 00:08:50,310 --> 00:08:54,770
- weight paint on a single leg
- 166
- 00:08:54,770 --> 00:08:59,280
- to check if this is a good weight painting job
- we have taken it from the original avatar
- 167
- 00:08:59,280 --> 00:09:02,600
- there are also other parts
- 168
- 00:09:02,600 --> 00:09:08,990
- we have this mHipRight but there is also the mHipLeft
- 169
- 00:09:08,990 --> 00:09:12,670
- we must do the same job
- we have taken the points from
- 170
- 00:09:12,670 --> 00:09:14,040
- the other
- 171
- 00:09:14,040 --> 00:09:17,220
- it took thos from nearest face
- 172
- 00:09:17,220 --> 00:09:22,339
- when skirty was close, but now that the
- two parts are a bit separated
- 173
- 00:09:22,339 --> 00:09:25,520
- weigth transfer was not able to copy them
- 174
- 00:09:25,520 --> 00:09:29,300
- you can use probably other methods
- 175
- 00:09:29,300 --> 00:09:33,900
- now the important thing
- is to go in object mode
- 176
- 00:09:33,900 --> 00:09:36,470
- 177
- 00:09:36,470 --> 00:09:41,290
- select instead the armature since
- we want to see the pose
- 178
- 00:09:41,290 --> 00:09:42,350
- modality
- 179
- 00:09:42,350 --> 00:09:47,280
- given that the armature had been parented
- we can do "pose mode"
- 180
- 00:09:47,280 --> 00:09:52,160
- select the bone, this
- 181
- 00:09:52,160 --> 00:09:53,150
- take
- 182
- 00:09:53,150 --> 00:09:56,660
- this "rotation" modality
- 183
- 00:09:56,660 --> 00:09:59,190
- try to rotate to see
- 184
- 00:09:59,190 --> 00:10:00,310
- and we see..
- 185
- 00:10:00,310 --> 00:10:03,020
- raising this...
- 186
- 00:10:03,020 --> 00:10:06,100
- we get
- 187
- 00:10:06,100 --> 00:10:10,700
- now you should repeat this
- job to verify
- 188
- 00:10:10,700 --> 00:10:13,340
- that, at least for normal movements
- 189
- 00:10:13,340 --> 00:10:14,899
- strange things
- 190
- 00:10:14,899 --> 00:10:17,950
- are not happening in the final render
- 191
- 00:10:17,950 --> 00:10:20,780
- when we see
- 192
- 00:10:20,780 --> 00:10:26,150
- like this where movement is excessive
- 193
- 00:10:26,150 --> 00:10:28,390
- you can
- 194
- 00:10:28,390 --> 00:10:33,290
- go in
- 195
- 00:10:33,290 --> 00:10:37,980
- object mode selecting the skirty
- 196
- 00:10:37,980 --> 00:10:42,550
- then editing mode
- 197
- 00:10:42,550 --> 00:10:43,660
- now...
- 198
- 00:10:43,660 --> 00:10:48,220
- there should be a way to see... here
- 199
- 00:10:48,220 --> 00:10:52,710
- clicking here you can see
- skirty moving
- 200
- 00:10:52,710 --> 00:10:57,180
- now you can do various tasks
- 201
- 00:10:57,180 --> 00:10:59,040
- fixing the rigging
- 202
- 00:10:59,040 --> 00:11:02,760
- we can for instance go with editing
- 203
- 00:11:02,760 --> 00:11:03,679
- select
- 204
- 00:11:03,679 --> 00:11:08,350
- for instance here I activated
- 205
- 00:11:08,350 --> 00:11:09,930
- proportional editing
- 206
- 00:11:09,930 --> 00:11:13,160
- 207
- 00:11:13,160 --> 00:11:20,160
- do select a vertix like this
- 208
- 00:11:20,170 --> 00:11:24,390
- use the arrow because I want
- 209
- 00:11:24,390 --> 00:11:25,569
- Here you see
- 210
- 00:11:25,569 --> 00:11:30,900
- moving around
- 211
- 00:11:30,900 --> 00:11:33,540
- the vertex so to
- 212
- 00:11:33,540 --> 00:11:36,840
- in this way I study extreme positions
- 213
- 00:11:36,840 --> 00:11:39,500
- and fix various vertices
- 214
- 00:11:39,500 --> 00:11:46,500
- we do it as much as possible
- 215
- 00:11:47,140 --> 00:11:48,279
- here now
- 216
- 00:11:48,279 --> 00:11:51,440
- we are moving too much
- 217
- 00:11:51,440 --> 00:11:57,030
- proportional must be modified
- 218
- 00:11:57,030 --> 00:11:59,620
- the idea is that
- 219
- 00:11:59,620 --> 00:12:03,640
- I try to work
- 220
- 00:12:03,640 --> 00:12:10,640
- in order to generate
- 221
- 00:12:11,660 --> 00:12:15,200
- I have to tweak this thing
- 222
- 00:12:15,200 --> 00:12:20,250
- to avoid this kind of defects
- (I'm not very good at this)
- 223
- 00:12:20,250 --> 00:12:25,780
- I expect that you can be smarter than me and
- succeed in tweak this object
- 224
- 00:12:25,780 --> 00:12:30,550
- thing is to test raising something like this
- 225
- 00:12:30,550 --> 00:12:36,100
- at the end set it back in pose mode
- 226
- 00:12:36,100 --> 00:12:39,040
- object mode
- 227
- 00:12:39,040 --> 00:12:46,040
- go back in selection of the armature
- 228
- 00:12:47,790 --> 00:12:49,530
- here it is
- 229
- 00:12:49,530 --> 00:12:53,810
- go back in selection
- 230
- 00:12:53,810 --> 00:12:59,700
- object mode go in in pose mode here
- you select this
- 231
- 00:12:59,700 --> 00:13:05,410
- in the pose you can do whatever you want including
- 232
- 00:13:05,410 --> 00:13:07,420
- well
- 233
- 00:13:07,420 --> 00:13:10,220
- there should be the possibility to reset it
- 234
- 00:13:10,220 --> 00:13:12,090
- 235
- 00:13:12,090 --> 00:13:16,400
- clear transformation ok
- resetting it in original position
- 236
- 00:13:16,400 --> 00:13:22,610
- you see if it is ok
- 237
- 00:13:22,610 --> 00:13:26,710
- that is the rest position that now had been spoiled
- 238
- 00:13:26,710 --> 00:13:27,740
- don't go in the details
- 239
- 00:13:27,740 --> 00:13:32,550
- now the only thing to do is select
- 240
- 00:13:32,550 --> 00:13:33,800
- when you finish
- 241
- 00:13:33,800 --> 00:13:35,679
- the weight painting
- 242
- 00:13:35,679 --> 00:13:40,190
- of the bones. In this case involved bones are these
- 243
- 00:13:40,190 --> 00:13:44,690
- basically one (this) the left thigh and the right tigh
- 243
- 00:13:44,690 --> 00:13:46,130
- and something more
- 244
- 00:13:46,130 --> 00:13:49,840
- if we wanted we could
- 245
- 00:13:49,840 --> 00:13:56,840
- study how it is moving
- 246
- 00:13:56,860 --> 00:13:59,970
- compared to this bone
- 247
- 00:13:59,970 --> 00:14:02,430
- you see that
- 248
- 00:14:02,430 --> 00:14:07,580
- must study if this rotation is working too
- 249
- 00:14:07,580 --> 00:14:09,810
- so it seems
- 250
- 00:14:09,810 --> 00:14:15,650
- there also the rotation of this bone
- 251
- 00:14:15,650 --> 00:14:20,500
- no, this is actually that which
- 252
- 00:14:20,500 --> 00:14:23,520
- which is moving the avatar (the back bone)
- 253
- 00:14:23,520 --> 00:14:28,990
- so basically this bone which can be
- 254
- 00:14:28,990 --> 00:14:32,280
- rotated on the left or the right
- 255
- 00:14:32,280 --> 00:14:37,420
- must study the way it is evolving in respect to
- 256
- 00:14:37,420 --> 00:14:40,280
- these movements
- 257
- 00:14:40,280 --> 00:14:42,770
- there are other bones: 1
- 258
- 00:14:42,770 --> 00:14:44,890
- 2 3 bones
- 259
- 00:14:44,890 --> 00:14:49,180
- must study movements of this bones too
- 260
- 00:14:49,180 --> 00:14:52,640
- like this
- 261
- 00:14:52,640 --> 00:14:57,060
- here must to do this work
- 262
- 00:14:57,060 --> 00:15:00,850
- for each bone test all the three possible rotations
- 263
- 00:15:00,850 --> 00:15:03,650
- (obviously the human possible)
- 264
- 00:15:03,650 --> 00:15:10,650
- when finished use the clear transform all
- 265
- 00:15:13,170 --> 00:15:14,240
- ok
- 266
- 00:15:14,240 --> 00:15:15,459
- and now
- 267
- 00:15:15,459 --> 00:15:18,650
- go in object mode
- 268
- 00:15:18,650 --> 00:15:22,930
- select... ( I coudn't select all)
- 269
- 00:15:22,930 --> 00:15:29,790
- movement modifications
- 270
- 00:15:29,790 --> 00:15:36,210
- There is a pose mode - pose
- 271
- 00:15:36,210 --> 00:15:43,210
- to do clear must do
- 272
- 00:15:48,180 --> 00:15:52,100
- clear pose for each single bone then I do pose
- 273
- 00:15:52,100 --> 00:15:53,710
- 274
- 00:15:53,710 --> 00:15:56,510
- clear pose all (here it is!)
- 275
- 00:15:56,510 --> 00:16:00,310
- I must do it for all bones I modified
- 276
- 00:16:00,310 --> 00:16:05,050
- now we go in object mode and reselect
- the skirty
- 277
- 00:16:05,050 --> 00:16:07,270
- Press file
- 278
- 00:16:07,270 --> 00:16:10,650
- export collada
- 279
- 00:16:10,650 --> 00:16:14,650
- possibly we select apply modifiers
- and selection only
- 280
- 00:16:14,650 --> 00:16:17,799
- export with a different name the skirty
- 281
- 00:16:17,799 --> 00:16:21,320
- call it "skirty" or something
- 282
- 00:16:21,320 --> 00:16:26,330
- .dae
- 283
- 00:16:26,330 --> 00:16:32,440
- we can save under c:
- 284
- 00:16:32,440 --> 00:16:35,760
- it didn't work so we do
- 285
- 00:16:35,760 --> 00:16:40,330
- export again
- 286
- 00:16:40,330 --> 00:16:43,080
- under c:\
- 287
- 00:16:43,080 --> 00:16:45,530
- "skirty"
- 288
- 00:16:45,530 --> 00:16:46,770
- .dae
- 289
- 00:16:46,770 --> 00:16:51,500
- normally we can write on c if you are administrators
- 290
- 00:16:51,500 --> 00:16:55,400
- now you can go in
- 291
- 00:16:55,400 --> 00:16:59,410
- beta grid for example
- 292
- 00:16:59,410 --> 00:17:05,880
- if you just wanted to check it
- 293
- 00:17:05,880 --> 00:17:12,589
- that the skirty has been correctly rigged
- 294
- 00:17:12,589 --> 00:17:17,089
- let's enter in firestorm
- 295
- 00:17:17,089 --> 00:17:18,680
- connect to beta grid
- 296
- 00:17:18,680 --> 00:17:25,680
- 297
- 00:17:33,620 --> 00:17:40,620
- (slow as usual)
- 298
- 00:17:53,440 --> 00:17:55,070
- OK here we are
- 299
- 00:17:55,070 --> 00:17:58,040
- now we do
- 300
- 00:17:58,040 --> 00:17:59,860
- build - upload
- 301
- 00:17:59,860 --> 00:18:03,360
- mesh model
- 302
- 00:18:03,360 --> 00:18:09,260
- choose c:\ folder
- 303
- 00:18:09,260 --> 00:18:11,630
- let's upload the skirty
- 304
- 00:18:11,630 --> 00:18:14,440
- we just
- 305
- 00:18:14,440 --> 00:18:21,440
- did
- 306
- 00:18:25,980 --> 00:18:32,980
- now it seems it is not loading :)
- 307
- 00:18:37,040 --> 00:18:39,200
- here it is
- 308
- 00:18:39,200 --> 00:18:43,150
- but I did a mistake it loaded
- 309
- 00:18:43,150 --> 00:18:47,510
- too many things
- 310
- 00:18:47,510 --> 00:18:52,540
- there is extra stuff I dont want
- 311
- 00:18:52,540 --> 00:18:53,940
- :(
- 312
- 00:18:53,940 --> 00:18:55,050
- no
- 313
- 00:18:55,050 --> 00:18:57,820
- we must redo the export
- 314
- 00:18:57,820 --> 00:19:00,600
- go back to our blender
- 315
- 00:19:00,600 --> 00:19:07,600
- being in object mode we have selected the model, but probably
- 316
- 00:19:07,620 --> 00:19:09,670
- export collada
- 317
- 00:19:09,670 --> 00:19:12,280
- selection only
- 318
- 00:19:12,280 --> 00:19:14,270
- apply modifiers
- 319
- 00:19:14,270 --> 00:19:15,500
- mmm
- 320
- 00:19:15,500 --> 00:19:18,990
- strange I forgot this selection before
- 321
- 00:19:18,990 --> 00:19:24,620
- let's save back in c
- 322
- 00:19:24,620 --> 00:19:27,490
- export it again
- 323
- 00:19:27,490 --> 00:19:34,490
- do another attempt of uploading it to SL
- 324
- 00:19:35,910 --> 00:19:39,180
- the skirty
- 325
- 00:19:39,180 --> 00:19:41,860
- now you see that at this point
- 326
- 00:19:41,860 --> 00:19:45,960
- it is better
- 327
- 00:19:45,960 --> 00:19:48,220
- here there is something in the middle
- 328
- 00:19:48,220 --> 00:19:53,360
- that probably we can get rid of
- 329
- 00:19:53,360 --> 00:19:54,380
- but
- 330
- 00:19:54,380 --> 00:19:56,580
- we have more or less the skirty
- 331
- 00:19:56,580 --> 00:20:03,580
- now you can see that we have "skin weights"
- if I click skin weights
- 332
- 00:20:08,830 --> 00:20:15,830
- I can see also "joints" so we are sure
- that skin weights and joints are present in the model
- 333
- 00:20:32,280 --> 00:20:33,450
- ok now
- 334
- 00:20:33,450 --> 00:20:35,790
- let's correct a couple of things
- 335
- 00:20:35,790 --> 00:20:37,780
- here
- 336
- 00:20:37,780 --> 00:20:43,190
- I did some changes
- 337
- 00:20:43,190 --> 00:20:45,310
- removed the faces
- 338
- 00:20:45,310 --> 00:20:48,190
- on the top and bottom
- 339
- 00:20:48,190 --> 00:20:50,560
- then I did an extrude
- 340
- 00:20:50,560 --> 00:20:54,740
- to make it simple I hid the upper body
- 341
- 00:20:54,740 --> 00:20:58,210
- now during the export phase
- 342
- 00:20:58,210 --> 00:21:01,350
- export
- 343
- 00:21:01,350 --> 00:21:03,560
- export collada
- 344
- 00:21:03,560 --> 00:21:05,820
- now I tried the preset
- 345
- 00:21:05,820 --> 00:21:07,800
- there is a operator presets
- 346
- 00:21:07,800 --> 00:21:12,070
- made for rigging object in SL
- so we are sure the armature is correctly exported
- 347
- 00:21:12,070 --> 00:21:14,500
- this way
- 348
- 00:21:14,500 --> 00:21:18,170
- what I get
- 349
- 00:21:18,170 --> 00:21:23,750
- is really very meaningful when we do upload
- 350
- 00:21:23,750 --> 00:21:27,030
- mesh model
- 351
- 00:21:27,030 --> 00:21:29,950
- skirty
- 352
- 00:21:29,950 --> 00:21:33,670
- now the cloth is appearing
- 353
- 00:21:33,670 --> 00:21:34,920
- with
- 354
- 00:21:34,920 --> 00:21:36,890
- no problems
- 355
- 00:21:36,890 --> 00:21:41,200
- skin weights and join are visible
- 356
- 00:21:41,200 --> 00:21:43,620
- so it is decent
- 357
- 00:21:43,620 --> 00:21:49,310
- remember when you load it
- 358
- 00:21:49,310 --> 00:21:54,260
- to check to have the include skin weights
- option
- 359
- 00:21:54,260 --> 00:21:57,120
- and include joint positions
- 360
- 00:21:57,120 --> 00:22:03,290
- so that the model is "well rigged"
- 361
- 00:22:03,290 --> 00:22:04,890
- and SL can use it
- 362
- 00:22:04,890 --> 00:22:07,430
- properly
- 363
- 00:22:07,430 --> 00:22:10,100
- if now we do
- 364
- 00:22:10,100 --> 00:22:12,710
- double click on this
- 365
- 00:22:12,710 --> 00:22:15,370
- it will be worn
- 366
- 00:22:15,370 --> 00:22:18,580
- and when we walk it is moving around
- 367
- 00:22:18,580 --> 00:22:22,930
- this has the same defects
- 368
- 00:22:22,930 --> 00:22:24,220
- we have seen
- 369
- 00:22:24,220 --> 00:22:26,590
- in weight painting
- 370
- 00:22:26,590 --> 00:22:30,570
- so the main operation is
- to be able to do
- 371
- 00:22:30,570 --> 00:22:32,600
- a correct weight painting
- 372
- 00:22:32,600 --> 00:22:38,270
- (!))
- 373
- 00:22:38,270 --> 00:22:41,670
- so now the video has come to an end
- 374
- 00:22:41,670 --> 00:22:44,150
- we say this is
- 375
- 00:22:44,150 --> 00:22:45,490
- rigging
- 376
- 00:22:45,490 --> 00:22:48,580
- as it appears in April 2013
- 377
- 00:22:48,580 --> 00:22:51,140
- 378
- 00:22:51,140 --> 00:22:53,110
- Good Evening and see you next time
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