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Create and transfer cloth simulation to an animated character rig in Blender 

Pierrick Picaut
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Learn how to add cloth simulation to a rigged character.
Also learn how to transfer the simulation to a rig so that you can export it to any engine as an FBX for example.
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00:00 intro
00:46 Cloth simulation fundamentals
01:46 Pinning
03:27 Combining cloth and armature
05:35 Example cape rig
10:29 Animating the character with the cloth
12:30 Transfer cloth simulation to a game rig
14:22 Constraint bones to the simulation
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#blender #rigging #simulation
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6 июл 2024

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Комментарии : 132   
@johnnytwinjacket
@johnnytwinjacket Год назад
I've realized how hyped modeling in blender is and i dont understand why animation lessons and tutorials don't get so much attention. Everyone like to whatch the result of animator's work, but not so much people want to learn and see how its done. Keep it going, your videos are so useful. Thank you for your work!
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN Год назад
Thank you. The main reason is that it takes way more time to learn and produce good animation. While you can create awesome sculpts in a couple of hours. Most people want result fast without pain…
@mlgsweetie
@mlgsweetie Год назад
it all depends on the goal of the person, for example, I want to sell game models, but I'm limited only to humanoid characters, and I really want to give a twist to the character ... Therefore, I'm studying animation)
@BonusPokus
@BonusPokus Год назад
Man, after watching your animation course, I felt like this was exactly the one video that it was missing. I was trying on my own to simulate clothes, but I was achieving mixed results. I am so glad that you posted this video, it is clear now. Thanks!
@liquid201
@liquid201 Год назад
I came up with a little workaround to avoid duplicating/positioning empties and bones manually on the cloth using geometry nodes: - Create an Empty and an Armature - Add geometry nodes to the cloth - Use instance on points setup for both Empty object info node and Armature info node (you can have a look at some tutorials that do the same thing) - Once you have all the empties/armatures aligned, got to Object - apply - make instances real. You will end up with a lot of armatures. - Select all the armatures and go to Object - Relations - make single user - object & data (this is needed because the bones in each armature share the same data and are treated as one) - Select all the armatures and join with CTRL + J. This will create just one armature including all the bones. I know it's probably not a super simple solution but I think it will definitely save some time!
@JC-ov8ko
@JC-ov8ko 10 месяцев назад
Couldn't you just make a video and post the link. This is a bit complicated to follow.
@lucutes2936
@lucutes2936 9 месяцев назад
nah its fake@@JC-ov8ko
@tristanherb49
@tristanherb49 8 месяцев назад
​@@JC-ov8kohave you managed to do it?
@GoldenGameDev
@GoldenGameDev 2 месяца назад
​@@JC-ov8ko Video tutorial of a fully automated system for this is up on my channel.
@popogeejo
@popogeejo Год назад
I asked for this on twitter not to long ago so thanks so much for this! Between this and your other tips on rigging loose materials my characters should be a lot more fun to work with.
@jussirautiainen7772
@jussirautiainen7772 Год назад
Excellent tutorial .. clear and to the point ... and even small details are explained ... thank you!
@XINN1X
@XINN1X Год назад
wow i never knew vertex groups had a search bar hidden under that arrow... great tutorial! will be using this a lot when i finish your course
@blackswan6386
@blackswan6386 7 месяцев назад
this is by far the best animation channel, this Sir is so deep in the materia ! awesome ! learning so much here, thanks sir
@JoshuaMerrill042
@JoshuaMerrill042 Год назад
Thank you for making this process so easy to understand 🙏
@johnhayes580
@johnhayes580 Год назад
Great tutorial. second one I've watched now and very educational / informative. keep it up
@aaatthh
@aaatthh Год назад
Thanks for sharing this workflow with us. 👌🏻
@pyrstudio8669
@pyrstudio8669 Год назад
The level of patience you have of attaching empties to every single vertex of the mesh is on another level😲😲😲😲.
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN Год назад
It’s like 5 minutes.
@tendividedbysix4835
@tendividedbysix4835 Год назад
I have been looking into importing Blender physics into Unity, and this is a great technique! I did find another way, but it's a little less control friendly, because it makes a butt-load of shape keys but it is faster for small quick results: 1. Animate your cloth sim, (may work on others). 2. File, export, export as Lightwave Poiint Cache (you need to enable the 'Input-Export MDD as mesh shape keys addon that I think comes with Blender) 3. WITH YOUR OBJECT SELECTED, now re-import that exact same .mdd file you just exported (I know, it's silly). 4. You can now delete any hooks, or cloth sims from the object, the animation will be baked to shape keys for that object. I don't know if this will help with rigging necessarily, but I just wanted to share this trick in case it helps you or anyone else!!
@WaterShowsProd
@WaterShowsProd Год назад
As always, some great tips and methods. I've been curious about this topic, and I wouldn't have known about having to pin vertices that were parented to bones. I would definitely have been yelling at the computer when it didn't work. Ha ha... You explained very concisely why it has to be done that way.
@SanOcelotl
@SanOcelotl Год назад
Awesome video man, i learned a lot, thanks :)
@ario6819
@ario6819 Год назад
love your content, it helps a lot in getting an understanding of animation and rigging, can't thank you enough, it really helped me
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN Год назад
Thank you
@federicagallo3231
@federicagallo3231 Месяц назад
THANKS !!! Pertfect if you want to export physical simulations from Blender to Unreal Engine with FBX!
@toonanimationstudio
@toonanimationstudio Год назад
Men you are a genius A improved alot with your course alive
@fabriziolorito
@fabriziolorito Год назад
Very high level as usual
@Vertrucio
@Vertrucio Год назад
Very very informative. Going to try and do some of this in Maya.
@user-ry1lf9ro2m
@user-ry1lf9ro2m Год назад
I was given soft soft as a gift in 11, and up until recently, I was so overwheld by the complexity of it that I never got past just using
@wheany
@wheany Год назад
Cloth simulations are not even the most tedous to work with. Fluid simulations are an absolute nightmare. High resolution simulations take ages to finish, but in my experience if you try to do a "quick and dirty" version with lower resolution, then just increase the resolution for the "final" version, the simulation will run completely differently from the lower resolution version, so you will have to do it at the higher resolution from scratch anyway.
@pablonotpicasso7520
@pablonotpicasso7520 2 месяца назад
Even in Physics fluid simulations are pure nightmare lol
@containedhurricane
@containedhurricane Год назад
Great tutorial. I'm sure this method is much better for the performance in a game engine and battery power in mobile devices, as compared to using cloth simulation in Unreal or Unity
@giannhs9997
@giannhs9997 Год назад
Bro I really do appreciate you for this help, Thanks! I subscribed and Liked the video.
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN Год назад
Thanks
@asemfkhan
@asemfkhan Год назад
that was easy. Thank you!
@ARMORHOUS3weplay
@ARMORHOUS3weplay Год назад
I wish you could the exact training courses but in UE5 as well. I would pay for this. Great work as always.
@user-oe9yh3or4u
@user-oe9yh3or4u Год назад
Thank you for video.
@verticallucas
@verticallucas Год назад
I love this method. I honestly can’t believe there isn’t a script for automating creating an empty at the tip of each bone, or any other step in the process. I’d gladly pay for a script like that.
@user-gk9in8rz4q
@user-gk9in8rz4q 3 месяца назад
import bpy mesh = bpy.context.view_layer.objects.active bpy.ops.object.editmode_toggle() bpy.ops.mesh.select_all(action='DESELECT') bpy.ops.object.editmode_toggle() bpy.ops.object.armature_add(enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1)) armatura = bpy.context.view_layer.objects.active bpy.ops.object.editmode_toggle() bpy.ops.armature.select_all(action='SELECT') bpy.ops.armature.delete() bpy.ops.object.editmode_toggle() bpy.ops.object.select_all(action='DESELECT') bpy.context.view_layer.objects.active = mesh j=0 ArrEmpt=[] for i in bpy.context.view_layer.objects.active.data.vertices: num=0 ti=bpy.context.view_layer.objects.active.data.vertices[num] while(ti.index!=j): num=num+1 ti=bpy.context.view_layer.objects.active.data.vertices[num] bpy.context.scene.cursor.location = ti.co bpy.ops.object.empty_add(type='SPHERE', radius=0.05, align='WORLD', location=(ti.co), scale=(1, 1, 1)) lastempty = bpy.context.view_layer.objects.active ArrEmpt.append(lastempty) bpy.context.view_layer.objects.active = armatura bpy.ops.object.editmode_toggle() bpy.ops.armature.bone_primitive_add() bpy.ops.transform.translate(value=(-0, -0, -0.9), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False) bpy.ops.object.editmode_toggle() mesh.select_set(True) lastempty.select_set(True) bpy.context.view_layer.objects.active = mesh bpy.context.view_layer.objects.active.data.vertices[j].select = True j=j+1 bpy.ops.object.editmode_toggle() bpy.ops.object.vertex_parent_set() bpy.ops.mesh.select_all(action='DESELECT') bpy.ops.object.editmode_toggle() bpy.ops.object.select_all(action='DESELECT') bpy.context.view_layer.objects.active = mesh bpy.context.view_layer.objects.active = armatura bpy.ops.object.posemode_toggle() bpy.ops.pose.select_all(action='SELECT') counter = 0 for bone in bpy.context.selected_pose_bones_from_active_object: constr=bone.constraints.new(type='COPY_LOCATION') constr.target = ArrEmpt[counter] counter = counter + 1 bpy.ops.object.posemode_toggle()
@user-gk9in8rz4q
@user-gk9in8rz4q 3 месяца назад
This script works for active object. You need to apply object location.
@charlesdarwin7647
@charlesdarwin7647 Год назад
That was very interesting. Thanks. It would also be great to know how you animate the hair.
@SURREALMOOKIE
@SURREALMOOKIE 7 месяцев назад
Bro your incredible 3d designer
@writersblock8493
@writersblock8493 Год назад
TY sir
@MrEmilable
@MrEmilable Год назад
I always use cloth simulation for muscle simulations and body jiggles might be useful.
@enginyuksel8667
@enginyuksel8667 Год назад
greats thanks Pierrick
@AP-rq2pe
@AP-rq2pe Год назад
Merci beaucoup !
@3dyem
@3dyem Год назад
So useful video
@kiprotichtony7561
@kiprotichtony7561 Год назад
good stuff. good stuff
@user-uu1ko7oi8z
@user-uu1ko7oi8z Год назад
man i would be very thankfull if you'll make playlist on channel with all cloth related stuff
@lwitiko_the_creative
@lwitiko_the_creative Год назад
Great video
@The_Visual_Artist
@The_Visual_Artist Год назад
Wow👌👌👌
@user-hi3uw8sl7o
@user-hi3uw8sl7o Год назад
I fucking love you mate!! I saw a lot of videos for soft but tNice tutorials one is handsdown the best one! Love how your super calm and really take
@axfedy5300
@axfedy5300 Год назад
great tutorial man. I'm Nice tutorialgh af and I understood tNice tutorials so well I was just hype to get to making s
@tomoyaogawa4485
@tomoyaogawa4485 Год назад
This is exactly what I was looking for to study! Thanks, Pierrick! And oh one question, I purchased your rigging and animation course on the gumload a long time ago and I have recently learned that you have the new online school thing. So as you mentioned in the announcing video, I just need to verify my email to transfer my courses to the online school right? cheers.
@LonghairBeardface
@LonghairBeardface Год назад
Great video! Been looking for something like this for a looooong time! Best provider of animation and rigging stuff I've come across so far! So is this the method they use most commonly for cloth animation in modern games? For example, the cloaks in Elden Ring?
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN Год назад
I believe most AAA games use realtime simulation directly in engine.
@Ali-sh3tg
@Ali-sh3tg Год назад
thanks your animation course is really good but its hard for beginners
@JSM11140
@JSM11140 Год назад
Love your animation tutorials Please tell me size of Trident🔱Character in meters I wanna make like the
@TigreDemon
@TigreDemon Год назад
I think you can just put a negative number in the simulation start so you don't have to do the rest pose
@TommyLikeTom
@TommyLikeTom Год назад
Wow, what an incredibly complex process. You're like a nuclear physicist of animation. This has a weird use-case as it's for games that are not advanced enough to run cloth physics calculations in real-time but advanced enough to run high poly models with hundreds of bones
@trucngan1502
@trucngan1502 Год назад
may have to go another route.
@userxbw
@userxbw Год назад
how do we do boots or shoes? pretty much the same. form a boot or shoe around the foot, make it cloth and apply the everything else to keep them attached to the feet and move along with them?
@BlueSpiritC
@BlueSpiritC Год назад
Hi thank you for teaching blender I learn a lot from u but I have a question! Can you tell me about 3d prints?! I don't know my character that I sculpt can be print as solid obj in real life or not can you tell me about that!?
@UnseenBlade
@UnseenBlade Год назад
You are a Blender God. 🙏 Also, at 12:40 you say that the simulation cloth "is only attached to the root bone". What exactly does this mean?
@mateo_acuna_
@mateo_acuna_ Год назад
Could this be a way to create complete garments, or is it only for cape?
@anupamkumar4109
@anupamkumar4109 Год назад
Can do how to animate floppy clothe folds without physics system 'looks bad'
@flui82galnlobat78
@flui82galnlobat78 Год назад
Does it have the repeat step sequencer in the step sequencer ??
@zahiterdemguzel4581
@zahiterdemguzel4581 Год назад
Hey anyone knows an addon for automating the cloth rigging proccess ? like converting simulation to rigged animated cloth mesh with one click
@carlose.arellanoschwab8007
@carlose.arellanoschwab8007 Год назад
Noice m8
@milhouse8166
@milhouse8166 8 месяцев назад
First of all thank you for these tutorials but if I may add some constructive criticism, and perhaps these videos are not aimed at beginners, but it would be really helpful for those that are learning if you were to explain why you do each step instead of just saying what you will do. But still thank you!!!!!!!!
@dragonsamurai559
@dragonsamurai559 26 дней назад
Can this work with a longcoat? My character has one and I'm trying to find a way to rig a coat without blowing up my laptop
@Pahadii_Animator
@Pahadii_Animator Месяц назад
I downloaded a rig online which already have the cloth rigged to the character. How can I add automatic simulation to that one?
@vesko.1.9.26
@vesko.1.9.26 Год назад
I am a bit confused on the part cloth to game rig can anyone explain me how does the blue and red panel work
@Fyres11
@Fyres11 Год назад
Great tuto. Could it work if I make clothes in marvelous designer and import them in blender? MD do great simulations, but take more time to tweak between 2 programs.
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN Год назад
I guess you can
@Fyres11
@Fyres11 Год назад
@@PierrickPicaut_P2DESIGN The main issue is looping the clothes animation with MD. With the bones you've made. I could at least add some where it need editing to make a smooth loop.
@helix1957
@helix1957 Год назад
Can you create a beginner course on non human rigs like bird wings, tentacles, animals custom rig. I'm willing to pay for the course similar to the art of rigging course
@fitnesslivingway2273
@fitnesslivingway2273 Год назад
Hi, I am correctly taking your ALIVE COURSE. And I have to tell you, it was the best decision I have ever made. But I don't why I can't post my videos in the discord group?
@Taldisuiskai
@Taldisuiskai 9 месяцев назад
I would suggest constraining the bones location directly to the mesh vertex groups without the empties, or am I missing something?
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN 9 месяцев назад
That could work indeed :)
@bobbauman706
@bobbauman706 3 месяца назад
top
@manojkalum5884
@manojkalum5884 Год назад
Can you post a how to make a character rig video 🥺🖤
@NCHDEMON
@NCHDEMON Год назад
👍👍👍
@danronitydev
@danronitydev Год назад
finally
@fergadelics
@fergadelics 9 месяцев назад
Evenly Distributed Vertices. Evenly Distributed Vertices. Evenly Distributed Vertices. Say it with me. The quad remesh option in the vertex tab is good for this if you are starting with something that doesn’t have… Evenly Distributed Vertices.
@neakybrown6088
@neakybrown6088 Год назад
which course I should buy and learn first, the art of effective rig or alive animation course?
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN Год назад
It didn’t matter. You don’t need the skill from one to understand the other.
@neakybrown6088
@neakybrown6088 Год назад
@@PierrickPicaut_P2DESIGN can I download all the video file for offline ?
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN Год назад
@@neakybrown6088 yes
@neakybrown6088
@neakybrown6088 Год назад
@@PierrickPicaut_P2DESIGN can I even access the course updates in any of these market place,flipped normal,artstation,blender market,cubebrush,..etc
@osamaabdalla7401
@osamaabdalla7401 Год назад
Is this course complete and is it completely free?
@a3n_gd
@a3n_gd Год назад
Hey Pierrick, thanks for this helpful tutorial once again! Do you have an idea if it was possible somehow to split & connect multiple rigs? I want to build a game in unity in which players can build creatures out of different body parts (head, torso & legs). Therefor, I need to combine head A (e.g. walrus) with body B (e.g. gorilla mech) and legs C (e.g. spider).I thought maybe I could use come sort of anchor points at the neck and hips but I'm not quite sure how to pull that off. I'd be very thankful for any guidance!!
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN Год назад
Doable but that would need to be coded in unity
@KriegLives
@KriegLives Год назад
Pierick, how do you think will AI replace 3d artists and animators? it's pretty scary
@NycroLP
@NycroLP Год назад
15:53 Wouldn't the amount of bones for just a single cloth heavily impact the perfomance? Just asking because im an illiterate when it comes to this.
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN Год назад
No that’s fine. Unless you use it for mobile games
@cmbasnett
@cmbasnett Год назад
It depends on how many of these things you are going to be having in the game at once. It's probably not a good idea to have hundreds of these animating at once since each bone adds multiple matrix calculations per frame. If it's just a single instance of it (say, on a main character) then there shouldn't be any noticeable performance impact.
@crow-sch98
@crow-sch98 5 месяцев назад
Does it still work in blender 4.0? When I add the constraint on the bone so that it follows the empty, it doesn't work, the animation plays and the empty follows the vertices to which it was parented, but the bone doesn't move 15:12
@crow-sch98
@crow-sch98 5 месяцев назад
I'm stupid, I had the Rigg in rest position, I changed it to pose mode and worked perfectly
@eliazarelizondo7075
@eliazarelizondo7075 6 месяцев назад
Can anyone point me in the right direction? Im trying to animate my complex shirt on my model without destroying the clothing and every video ive watched doesnt do it 😭
@jouanjulien2864
@jouanjulien2864 Год назад
did you lock something? i don't have the option to add your video to my favs 😢
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN Год назад
No, I don’t think so 🙁
@jouanjulien2864
@jouanjulien2864 Год назад
Worked with the phone.. great video as always 👍
@Tremori_A
@Tremori_A Год назад
how would one get chatgpt to "scipt" this
@captainofnumenor8221
@captainofnumenor8221 Год назад
5:35
@JC-ov8ko
@JC-ov8ko 10 месяцев назад
This would've been so much better if you could have explained the more complex cape than the generic one. There is something not clear. I also tried finding the solution in the coursed on the p2design channel but no luck.
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN 10 месяцев назад
I don't understand your point, what do you mean by more complex cape? You can model whatever you want with enough density and follow the same steps.
@xaqw778
@xaqw778 Год назад
Fr
@GameDevAraz
@GameDevAraz 7 месяцев назад
I do this in unreal for realistic cloth 😂
@ario6819
@ario6819 Год назад
NICE COMMENT
@Shalfatk01
@Shalfatk01 Год назад
you can try to use chat-GPT to create that script for you (end of the video). i am doing modeling and texturing part and that chat bot is very usefull in my kind of work. i am sure that if you can precesly describe what you are expecting from the scrpit that bot will make one for you. try the script and maybe if there is something incorrect you still can tell to the chatbot what is wrong . and in the thrid +/- iteration you are good to go. in under a 20 minutes.
@user-ez7ls2du9c
@user-ez7ls2du9c Год назад
wheres the fbx export? Baking does nothing...
@SketchySquirrel
@SketchySquirrel Год назад
This is a great video. I never knew that you could parent an empty to a group of vertices. That has solved several problems in my own work flow, so thank you for that. This is a really interesting solution to converting the simulation into a game engine compatible animation. I saw a video (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NQ5Dllbxbz4.html) in which they created a page turning animation of a book, using a cloth simulation. They then used some code to convert the XYZ position of every vertex to the RGB values on a texture for every frame. This texture could then be used in the game engine, through a shader to reproduce the simulation. I would be interested to hear your thoughts on this technique, and how this compares to the method shown in this video.
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN Год назад
Ho yes, I think I saw something a bit similar to create explosions in Fortnite I believe (not sure about it) but they were using 3 dimensional displacement that was baked to a texture sequence and use it as a flip book basicaly. I don't know what method would get the best performances, storing the displacement data can be heavy. It really depends on what you wanna do.
@iymankx9155
@iymankx9155 Год назад
Hi @pierrickpicaut , I really like your 👆 animations, if you don't mind I want to try animate your one of y The your animation on another rig to learn and improve my experience.I work in maya . Thanks you for answear . Ho bisogno della tua autorizzazione per i diritti d'autore
@iymankx9155
@iymankx9155 Год назад
I translated the last sentence by google
@PierrickPicaut_P2DESIGN
@PierrickPicaut_P2DESIGN Год назад
@@iymankx9155 Hi, I'm french not italian. I won't give you the "dritti d'autorre", that's like copyright, and it's not related. Copyright is when you use someone work to do something with it. But you can use my work as an inspiration if you want, there is no problem with that. Just credit me like "Animation inspired by Pierrick Picaut's animation" and you put a link to my work :) Good luck!
@iymankx9155
@iymankx9155 Год назад
@@PierrickPicaut_P2DESIGN ok thank you bro that's what i meant too . How will i send you my work to show you ex: from instagram or smth messenger .
@akusukamultimedia2050
@akusukamultimedia2050 2 дня назад
12:31 I don't get it this part because you didn't show all step to create this cape. Please show full step of this part. DAMN IT it make me insane! UHHHH!!! 🤬🤬
@rygan5829
@rygan5829 Год назад
But there is a fix i found
@anupamkumar4109
@anupamkumar4109 Год назад
Do fur animation
@mdmamunislam2873
@mdmamunislam2873 Год назад
i learn soft with nobody teacNice tutorialng ...a friend gave the software and i started clicking anytNice tutorialng i see on the software for months
@SIMPLE-lp5st
@SIMPLE-lp5st Год назад
maybe blender is not a bad program, but it's a bit hacky
@veronicaaraujo2250
@veronicaaraujo2250 Год назад
away with what setups can generate.
@samiali6632
@samiali6632 Год назад
1st
@jorgeguzman6195
@jorgeguzman6195 Год назад
lol then just buy yourself so silentwings 3 and tape them to your head. works with the computer, why not with the brain XD
@bahadrgenc9930
@bahadrgenc9930 Год назад
Pls decrease the backgroundmusic volume, it makes it hard to understand you
@storeboughtrocketgames2560
@storeboughtrocketgames2560 6 месяцев назад
Not all that useful when you have to tediously create empties for every single bone. Unless this is scripted, I don't see how this is actually a technique you can use for anything but the simplest of models. I've been trying to follow this to get a coat rigged up for a few days, and I can't get good cloth simulation results without a few thousand verticies on the coat, which means thousands of empties, even if I restrict the mesh to only the bottom half of the coat, it's incredibly tedious to do this by hand.
@user-gk9in8rz4q
@user-gk9in8rz4q 3 месяца назад
import bpy mesh = bpy.context.view_layer.objects.active bpy.ops.object.editmode_toggle() bpy.ops.mesh.select_all(action='DESELECT') bpy.ops.object.editmode_toggle() bpy.ops.object.armature_add(enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1)) armatura = bpy.context.view_layer.objects.active bpy.ops.object.editmode_toggle() bpy.ops.armature.select_all(action='SELECT') bpy.ops.armature.delete() bpy.ops.object.editmode_toggle() bpy.ops.object.select_all(action='DESELECT') bpy.context.view_layer.objects.active = mesh j=0 ArrEmpt=[] for i in bpy.context.view_layer.objects.active.data.vertices: num=0 ti=bpy.context.view_layer.objects.active.data.vertices[num] while(ti.index!=j): num=num+1 ti=bpy.context.view_layer.objects.active.data.vertices[num] bpy.context.scene.cursor.location = ti.co bpy.ops.object.empty_add(type='SPHERE', radius=0.05, align='WORLD', location=(ti.co), scale=(1, 1, 1)) lastempty = bpy.context.view_layer.objects.active ArrEmpt.append(lastempty) bpy.context.view_layer.objects.active = armatura bpy.ops.object.editmode_toggle() bpy.ops.armature.bone_primitive_add() bpy.ops.transform.translate(value=(-0, -0, -0.9), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False) bpy.ops.object.editmode_toggle() mesh.select_set(True) lastempty.select_set(True) bpy.context.view_layer.objects.active = mesh bpy.context.view_layer.objects.active.data.vertices[j].select = True j=j+1 bpy.ops.object.editmode_toggle() bpy.ops.object.vertex_parent_set() bpy.ops.mesh.select_all(action='DESELECT') bpy.ops.object.editmode_toggle() bpy.ops.object.select_all(action='DESELECT') bpy.context.view_layer.objects.active = mesh bpy.context.view_layer.objects.active = armatura bpy.ops.object.posemode_toggle() bpy.ops.pose.select_all(action='SELECT') counter = 0 for bone in bpy.context.selected_pose_bones_from_active_object: constr=bone.constraints.new(type='COPY_LOCATION') constr.target = ArrEmpt[counter] counter = counter + 1 bpy.ops.object.posemode_toggle()
@user-gk9in8rz4q
@user-gk9in8rz4q 3 месяца назад
This script works for active object. You need to apply object location before.
@user-gk9in8rz4q
@user-gk9in8rz4q 3 месяца назад
It places empty objects and bones at each vertex of the active object, makes the vertices the parents of empty objects and adds a "Copy Location" constraint to the bones.
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