How To Rig Standalone Figures?
aminrouge
Posts: 0
Hello....
It's bugging me that i don't know a quick method to rig figures,i am very very good when it comes to modelling and related stuff.
i just want you to help me if you know something about it,i want to know how to make bones like the genesis figure use or what those game makers use like Battlefield or Rainbow Six......Blabla.i remember that i read once something about rigging inside daz but you need to create a figure just like genesis,fingers,hands,arms.....but i don't create them part by part,for example i model the head and the chest and save it to continue where i stopped..........any suggestions?
Comments
Its all about grouping the mesh. Ez method to copy one rig to another figure. You need to divide the figure mesh into poly groupings meeting the original rigged mesh poly groupings. Use the EDIT > FIGURE > TRANSFER Utility. I have some tips and tutorials how to prep DAZ figures for 3d game at farmpeeps.com
That's a good way to TRANSFER rig,not to make one.your website is good for games,but i am working on a movie,TBA 2017-2018.it's not a fan made or something it's like what tons of people make and put them in box office and others.i know how to use the rigging options in zbrush but you can't export the rig for outside use.....i just want to know what tool and how to make my own bones.
OK I thought you wanted a quick method, so I presumed transferring and existing figures rig was the solution you are seeking. Rigging a bone system in DS is quite easy in itself. The bone and joint utility in DS4.5 is called the "joint editor". Most time is spent weight-mapping or tweaking joint paramaters - depending on the type of rig you want to make. The docs and Blondies Figure Setup tutorials are thorough. What's your 3D animation system that you plan to use for this film? Do you need just parametric & bone rigging or seeking vertex morphing too? Is facial rigging, lipsync and expression also important. Will you be importing mocap? These are considerations needed to offer best advice.
To make flexible rigged figures you need to specify industry standard a format. In the farmpeeps forum I discuss how my figures are exported to various levels of detail and rigged & animated for low poly game and high detail animation rendering. Rather than rely on my modeling tool, I use 3d figure animation apps to rig figures in accordance to published standards and format. Standards like Collada DAE, Filmbox FBX or Poser CR2.
Figure rigging tools and apps that I am aware of:
- Daz Studio
- Poser
- Blender
- Lightwave
- Autodesk apps: CinemaMax & Maya & co.
- Messiah 3D
- IClone & 3D Exchange Pipeline
Lower Poly, Game engine oriented:
- Milkshape3D
-FragMoSoft
-UltimatedUnwrap3D
- Blitz3D
Ideally group your OBJ, it will require less explicit creation work in DS but is optional.
In DS open the Figure Setup pane (Window>Panes(Tabs)>Figure Setup).
Right-click in the geometry List area and from the menu choose Add geometry, then browse to your OBJ file. Choose the right preset for scale -you can try importing the OBJ into the scene and see which works if you aren't sure)
Drag the OBJ into the Relationships area - a bone will be created for every group in the OBJ. Drag and drop in the relationship list to create the desired hierarchy of bones. For each bone right-click in the Order column and assign the correct rotation order - the first should be the twist axis, the one that runs along the bone (so for the shin of a human, for example, that would be y) and the last would be the one that's most likely to hit ninety degrees (so for the shin that would be the x axis, giving a final order of yzx).
Click the Create button. You will now have a crudely setup figure, with the bones aligned along their twist axis and matching the limits of their group's bounding box. Now you use the Joint Editor tool to adjust the end points and centres, since they are unlikely to be spot on, and the Group Selection and Weight Paint tools to set the joint weightings - right-clicking with the Weight Paint tool and selecting Fill Weights by Selection Sets may give you a starting point.
Thanks for your methods,i am trying out what Richard said and i'll try another method in blender i just found here:
http://cgcookie.com/blender/2011/12/12/blender-introduction-to-character-rigging/
And for the movie i am creating,like i said before it's not a toon like Pixar or medium rendering like resident evil,it's realistic and will take a lot of time.sorry because i can't give some sneak peaks,it's an action/violence (urban warfare,wmd's....ect)for the time been i am or we are using Daz as a base for the animations and others,it does have mocaps,lip sync,dynamic hair and clothing and other stuff.
we started the project last february,i do know how to rig but i want to see other methods because were gonna use different people from
140cm to 215cm,and to get the best animations we need to have different rigs.....
I hope i gave you some answers,i'll get back to your method Richard.
If you're planning on rigging in ds I can highly recommend both of blondie9999's tutorials sold here at DAZ.
They explain everything you need to know in a very clear and easy to understand manner.
If the need is urgent, you can pay someone to Riggin this for you.
the image is a character created to work in C4D.
I bought it to use in poser / daz / vue.
then I paid for it Riggin, to transform it into poser character.
While older, one of the best references for rigging legacy figures that can be used in all versions of DS and Poser is
The Secrets of Figure Creation by BL Render.
It's old but it will take you through various types of rigging from the use of PHI Builder and a modeller to various ways to rig non-standard figures.
It does not cover DS rigging as DS did not even exist when it was written but it is well worth it.
I will look forward to try each of your ideas,thanks for replying.
Since you have a specific project in mind for your figure - think about how it will be ultimately implemented in your 3d animation rendering system (what ever you decide). For instance if you then plan to animate by using "stop action" manual manipulation of the figures motion you may want some level of "puppet" style control using inverse kinematics in the joints, or if its a complex creature - cooridinated controls so that you can achieve smooth and efficient animation. Another consideration is weather you want to apply pre-made motion capture data (mocap) (common format is .BHV) to help with common animations - like walk cycles. If so, then the naming conventions of your groups and bones must adhere to the standard used by the mocap content you apply. Same goes if you try to make your own mocap with multi perspective camera equipment, that software will have its own skeletal naming conventions. Now again what you use to render this out on needs to recognize the combination of 3d model (.obj,.3ds others), its modern figure animation features such skeletal rig type, polygon joint blending (weight mapping, or include/exclude geometric parameters) and polygon sub-division (used in some morphing ), vertex animation (morph animation without bones), and various UV group & texture seam smoothing systems. Its all very complex and open ended from the question you started with. I suggest developing some parameters for your project in terms of budget, time, and technical ability that best meets your vision goal and work backwards from there to establish the animation pipeline. Then the rigging requirements for your custom figure will be well defined - by what your pipeline can handle and how you will direct the animation of it.
The pig in the dynamic 3d movie/game "Jorge Hog in Volcano Rescue" was 100% home made and animated using DAZ & Poser. His animations were all stop action animated as re-usable loops. These animations are then triggered by "psudo-random" events in the real time rendering engine (HTML5 WebGL in this case). Real time animation systems generally can not handle high detail mesh objects such a V5 or M5. So I hade to make low poly versions of my pig model for this rendering system. Its a compromise however now the entire scene can be imported into iClone or Messiah if I want to have more texture and light rendering options for a full featured movie, but it would not be dynamically animated. You can see how I too need to consider many parameters in planning this project. Its all balance.
Depending on your budget ... A professional can do it on average 2 days and you can leave for your production.
The price for a character Riggin, usually revolves around $ 150.00 to $ 200.00,
There are 47 person in my crew,7 are pro's in rigging,more will come later because some of them is trying to make another script for a game related to the movie.i know how to do a lot of things including rigging,my best rig that i can do i learned it in 3ds max 2012,i just wanted to see if there is some other rigging methods and for the rendering we won't use such a pc or more,we will use more than 25.000 cpu but this is just for the final rendering....it is a serious project and hopefully about 2015 there will be a trailer.
I am glad to see everyone trying to help....Thanks.
For production figure rigging, this may be the ticket: http://www.mixamo.com/
and there is the pre-rigged human mesh at http://www.makehuman.org/
Now - rereading your original question - and realizing you are referring to ZB subtools as parts of a figure and how to assemble and rig as a whole in DS 4.5? OK - depends (ya knew I was going to say it... ) depends on the density of the subtools. Basically DS can handle up to maybe 1m pollys, maybe - but it likes figures in the 100-200k range better. Its probable that your detailed ZB figure as a whole is in the zilllions and maybe each subtool is even in the million poly range. Well the assembled figure then would exceed DS practical working limits.
So... what we do is assemble in if ZB (if feasible) by merging subtools and retopo (best method) or decimate to reasonable poly density, yet maintaining the desired mesh form feature detail. If that does not work because ZB can not handle the assembled figure, then you need to retopo or decimate each subtool independently and merge the results. There is a nice auto retopo tool now in ZB called qmesher. Works great otherwise the best of breed manual poly stitcher is still TopoGun. Many people like 3dcoat's retopo tools too. Its good practice to name the subtools the group names. Then export the reduced, integrated figure as quad poly mesh (.obj) with options enabled maintain UV & POLYGROUPs. There are several ZB plugins that will facilitate conversion of subtool name to group name, i believe its Poser tools or such. [For others interested in rigging reading: Poser grouping tool is much improved over the old one, and I use it to reassemble and group all my figures now. Then I convert the rigs to DS... a pipeline hint. Its harder to go the other way from DS rig if you are trying to make optimum figures for both apps. ]
FWIW, I take my projects not - not so serious. Light hearted fun themes only. However as a sole producer, developer and engineer working for myself - it its 18 hours a day effort and the risk is all mine! Who would want to do that - seriously? :lol:
Thanks,i know about mixamo and makehuman already,but since your here can i ask something?
When you load the genesis figure you get the default pose,so if you want to model something you need to model it at the that same pose,when i try to model gloves i always have problems because the fingers are so overlapping,the gloves i want to make actually i did create them are for a heavy colossal soldier so you can imagine how big they are,is there a way to change the default pose?
You do NOT HAVE (unless desired ) to use Genesis form in DS. It offers flexibility with instant access to many shape morphs and new content. Its pre-rigged. However its also limiting. I rig and model from my own base mesh, however you can. You mentioned something about side productization... game maybe in your project. If so, be sure to review the DAZ product for Genesis licensing. There is a blanket DAZ Original Product Game License available for publishers sold in the store that that may add some freedom to better beet your future needs.
Re pose, yes - all rigging and animation start from a ZERO (default) position if human form, usually the DaVinci Man or T-Pose. As a general rule to improve figure compatibility across many types of 3D animation engines, I usually include the T pose as a starting point in figure animation strings to make it easier to import and orient. Since last post - I added more about rigging from ZB to DS above.
You know, it also sounds like the IClone 5.4 3DExchange Pipeline application suite may also speed up rigging figures and applying motion- if FBX format works for you. The advantage is that its got a gigantic library of motions and many pre-rigged assets. With the 3dexchange pipeline features, you could import and custom mesh, and swap or remap rigs pretty quick and re-export. However - before you get too excited facial rig for expression and voice export will not be ready until the 5.5 release ETA this summer (that means next winter).
That what i was looking for thank you so much,and for using genesis in games it's not an available method but will think about it,maybe there will be a game but it is for the next gen.
Glad to meet you.
You CAN with this http://www.daz3d.com/indie-game-developer-license