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Motionbuilder Tutorial - 08: Half man, half spider.Working with non standard characters. 

Bryan Brewer
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5 сен 2024

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Комментарии : 8   
@avtpro
@avtpro 4 года назад
Again, Excellent practical use of Character Extension. It's good to see the workflow of someone who works in the industry.
@avtpro
@avtpro 4 года назад
Awesome Tutorial. Very rare to see anyone tackle this in Mobu. I especially learned new things with your workflow and moreover DOF. I have been trying to figure out exactly how DOF works in Mobu but didn't understand the icon. However, you have an application that makes it simple to use. So this really opens up rigging in Mobu. So I was able to rig the spider leg but I needed two IK. The one you showed and that "Simple IK" on the "Toe/Ankle" Markers at the end of the leg. I just used the End bone and End Joint. No new markers or joints, just one more IK. The "SimpleIK" Unlocks the DOF on the ankle joint.
@avtpro
@avtpro 4 года назад
As I mentioned earlier, you really opened a door for me with applied practical use of some features in Mobu that I have some difficulty understanding a couple years ago, specifically DOF widget. I wanted to restrict the range of motion of joints in the hierarchy of a dynamic ragdoll in Mobu. I'm really heavy into Endorphin so I know how to set limit but couldn't understand that DOF gizmo until I saw you do it in a very quick simple way. From there I was able to tackle the range on the last "Z" rotation. So I did a quick tip jar Gumroad tutorial. You can have it for free if interested. Rarely am I so inspired to elaborate a technique tutorial so this is probably the only one I will do and post on your YT page. I hope it's helpful. Oh and as I mentioned, I came up with a solution for the reverse IK toe area but it's not a full tutorial like this. This is about DOF range. BTW, I'm using a very old version on Mobu in this tutorial on an 10 year old IMac. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-RrcRSdj4uB8.html
@avtpro
@avtpro 4 года назад
I think I see what went wrong at 23:00. Not 100% sure, but I think swiping the bone area may or may not be different from directly selecting joint. I had some concerned about this, but can't confirm it right now. Swiping the bone length may be different from selecting the joint. Not sure. However, it may have help if you click the skeleton pick mode on the tool bar and mask only joints. Then you can pick past the markers directly instead of using a marquee swipe. Funny thing it, the selections mask are highly addictive once you start using them more. Again, one of the best Mobu Tutes I have come across lately. Thank you for sharing.
@avtpro
@avtpro 4 года назад
Oh the other thing is, DOF somestimes conflcts with the RPSolver of IK. So you make not be able to get the stretch rotation if you DOF each joint. So the "knee/elbow" is already locked by the IK rotation. I had some wonkiness with it as well. I forgot which joint causes the problem. Still this is a huge advancement in Mobu rigging. I only use to rig HIK not Character Extensions. Awesome.
@sadau16dec
@sadau16dec 3 года назад
Nice tutorial Bryan... I am trying to create chain Ik constraint for Leg but i am getting the same issue as you get in tutorial... could you please share character file or screenshots of constraints. thank you.
@avtpro
@avtpro 4 года назад
I bought OptiTrack Flex v100 first release with Arena 1.0 back in 2008. One camera fell over and broke immediately. I wasn't happy with their customer service. I finally got custom Mocap two weeks ago with a University using Vicon.
@BryanBrewer_BrewhouseArtStudio
@BryanBrewer_BrewhouseArtStudio 4 года назад
I have used OptiTrack for about 7 years now. I am getting ready to build another stage and I want to go Vicon. On the Front end OptiTrack's Prime series cameras are amazing. On the back end their software leaves a lot to be desired when exporting skeletons. Vicon is the opposite. Their cameras are more difficult to setup so once you set us a system you need to leave it up. But their Shogun software is second to none.
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