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Scouting Ninja

Member Since 04 Mar 2013
Offline Last Active Yesterday, 02:42 PM

Posts I've Made

In Topic: Questions about complicated rig in Blender

Yesterday, 10:25 AM

When making a rig for a animator, they ask me to add drivers and constraints. However I know that when the model is exported, they remove all the drivers, constraints and IK, because this information doesn't always export or import correctly it depends a lot on the software you use.

 

All I can recommend is that you check that all animations work with special controls removed, before exporting it. In Blender you can use the "Visual LocRot" option to capture the model as you see it at that frame, removing the drivers and constraints should then not alter the animation.

 

With .fbx you should capture the animation data on all the bones on the first frame, the fbx exporter ignores bones with no animation or no changes.(My models often loose there toes because I often don't animate them)

 

 

If you are in need of motion capture data here: http://www.motioncapturedata.com/2009/04/male-bvh-mocap.html

These are clean but should still be considered raw data, that is you build animations from it and shouldn't use it as is.

Humans get tired so making a looping animations needs some tweaking. Also using the animations on some characters will make the character behave in a feminine way because of the way the body sways, these kinds of things need to be cleaned up on all motion capture data.

 

 

Never use shape keys(Morph targets) for rotation animations, they only store direct movement from one point to the other and as such cant rotate around a point.


In Topic: Questions about complicated rig in Blender

22 June 2016 - 11:36 AM

I am sorry I won't be much help here, I don't use Unity anymore and have no idea how morph targets will work for it. I know that in Unreal the shape keys import with no problem, no idea why the Unity importer wouldn't just give them to you as morph targets.

 

I have no idea if the .fbx exporter can export the drivers, I only uses drivers to get the animation I need and to pass data from one rig to a other, I have never attempted to export a driver.


In Topic: How to import animations from commercial models (FBX, X) into Blender

22 June 2016 - 11:27 AM

Blender's .fbx importer and exporter is standard. Check that you have the right one for the blender your using, it should be included and should only be turned on.

 

Problems that you can encounter is that .fbx animations only import leaf bones, this happens when the model wasn't exported to keep it's original bones. The deform data is there but will need you to get it yourself, it's easier to just use tracking bones to target the leaf bones.

 

For animations you can attempt .bvh I find it to be better than .fbx when importing animations. For any thing else the .fbx importer and exporter is the best. Don't export materials, build them in your game engine as even the best game engines can import materials wrong from a .fbx

 

 

The .fbx importer changes a lot and the software using it changes constantly, so there will always be a bug or two to work with.


In Topic: Artefacts in triangle mesh

17 June 2016 - 04:06 PM

The way to fix this is to bake a normal map from the high poly, triangulate the low poly model before baking.

The other way is to control the normals, you can use edge loops or you can edit the normals by hand, you can also separate the edges.

 

Remember that you want two normal maps, a OpenGl normal map and a DirectX one. The difference between the two is the inverted green channel.

If you use a lot of different software you are going to pass between OpenGl and DirectX, the marmoset image looks like it is miss reading the normal map.

 

Always divide your low poly model into triangles when baking, if you plan on exporting it, most exporters triangulate the model meaning that the baked normal map is no longer correct if it was quads.

 

 

The reason you had the pinching was because you had a triangle in a quad model, keep it quads. Triangles have a 40% of subdividing correctly the other 60% they fail, it's only on a flat surface that it doesn't matter.


In Topic: Fellow game devs and artists,How do you animate your games?

15 June 2016 - 07:21 PM

 

3. well,,, you can create a 3D scene or character in a pose, then render it, and use the render as a frame of animation or an animation sprite.  a bit of work. but you could do arbitrarily complex characters that way. down side is that all the rest of the game would have to look as good or they would seem out of place. which means you're more or less rendering all your sprites, tiles, backgrounds, etc. a far bit of work.

 

I just wanted to add that there is a lot of free motion capture data on the internet, that you can use on a character, it's mostly raw data however it is easy to make animations from it.

So say you used a Makehuman model and posed it with motion capture data, you can make easy animations; then render from a side view and draw over it.

 

Because its's raw data you will have to clean and stylize it, however this will be what gives your animation that unique touch.


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