![]() ![]() My current process to this is, record in studio, clean up in studio, transfer to blender, retarget to correct skeletal mesh, rig, clean up, export to FBX for later use. Quite obviously, the production speed of basic animations between manual animation and donning the suit for recording is about 5 times faster - if disappointing when it comes to most common actions actors do without even realizing (scratching, for one). I suppose my gripe with it is more about the suit performance itself: its fine for very basic stuff, just about anything where the hands do not touch your own body or need to reach the head, feet, etc. Its definitely nowhere near going to a real mocap studio… The blender plugins they offer are sort of Ok though. To bring in mocap, rokoko studio is “mhe”. (My plugin goes around this by not modifying the unreal skeleton at all). When you generate a rig on a custom skeleton you need to make sure the correct bones are marked as “deform” and that you only export deform bones to the FBX. ![]() The engine doesn’t take rigs (and they are pointless in engine anyway). ![]() If you literally just need to create a rig and animate, then Blender it up. Usually you have to pass the final mesh to blender, unwrap it properly, then replace it in z-brush and produce the textures (normals, poly paint etc) from the extremely high def version with sculpted skin etc. Where blender is good at is to set up the UV after the mesh is finalized, rigging, and animation(s). Zbrush its where its at in terms of ease of use, features, detail, performance, etc. My 2c is to also “forget” blender for sculpting/working/painting. If you make your own, the skeletal structure doesn’t really matter - unless you plan to sell it on marketplace, in which case read the guidelines before working. It just generates the Rig and allows for some animation features.įor importing new stuff into the engine, you literally just import it. ![]()
0 Comments
Leave a Reply. |