product to inj face rigging to V4 and M4

product to inj face rigging to V4 and M4

and mil3 would be nice too.

 

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,229
    edited May 2020

    the mesh needs to be unwelded

    you can actually use the transfer utility on all of them using clones but mouths are welded shut, eyeballs welded to sockets etc

    just the skins work somewhat better

    Post edited by WendyLuvsCatz on
  • Richard HaseltineRichard Haseltine Posts: 101,007

    You can't inject new bones, and the rules on parenting in legacy rigging might well block the project from the outset.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,229

    I did autofit m4 with all his morphs++ etc injected to Genesis 3 once, 

    hid genesis 3

    if you ignored facial animation for mouth and eyes with bones and used his morphs instead most other stuff works quite well including genesis 3 morphs on the mesh

    the face bones have the welding issue for mouth and eyes
    I used that to export an obj for morphloader on M4 to transfer morphs from genesis 3 to M4

    so it could be done if the welding issue could be solved not m4 skeleton though

  • MistaraMistara Posts: 38,675

    the mesh needs to be unwelded

    you can actually use the transfer utility on all of them using clones but mouths are welded shut, eyeballs welded to sockets etc

    just the skins work somewhat better

    i cant work out how they rigged the eye lids?  the eyelid skin has to fold.  did they start with closed eyes

    the poser heirarchy needs to see the eyelids split into 3 body parts.

  • MistaraMistara Posts: 38,675

    its seems more like merging separately rigged figures.

    parenting a figure to a figure, was how the victorian street shoppes was set up.  each building was a figure.

    cant be done inside poser.  a mystery how they did it.  unless they manually edited cr2enlightened

  • MistaraMistara Posts: 38,675

    I did autofit m4 with all his morphs++ etc injected to Genesis 3 once, 

    hid genesis 3

    if you ignored facial animation for mouth and eyes with bones and used his morphs instead most other stuff works quite well including genesis 3 morphs on the mesh

    the face bones have the welding issue for mouth and eyes
    I used that to export an obj for morphloader on M4 to transfer morphs from genesis 3 to M4

    so it could be done if the welding issue could be solved not m4 skeleton though

    mebbe they started with the mouth open, closed it after the verts were assigned.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,229
    Mystiarra said:

    I did autofit m4 with all his morphs++ etc injected to Genesis 3 once, 

    hid genesis 3

    if you ignored facial animation for mouth and eyes with bones and used his morphs instead most other stuff works quite well including genesis 3 morphs on the mesh

    the face bones have the welding issue for mouth and eyes
    I used that to export an obj for morphloader on M4 to transfer morphs from genesis 3 to M4

    so it could be done if the welding issue could be solved not m4 skeleton though

    mebbe they started with the mouth open, closed it after the verts were assigned.

    yeah was way I actually rerigged the subdivided marsh monster for iclone, baked rotations on mouth for obj mesh and the target skeleton figure

    I used the other figures internals just his skin and eyes

    but that for strictly my own use in renders obviously 

  • fixmypcmikefixmypcmike Posts: 19,583

    What is it that you are trying to accomplish?

  • MistaraMistara Posts: 38,675

    What is it that you are trying to accomplish?

    bones for the eyebrow ridge, upper and lower eyelids, cheekbones, chin bones, upper lip and lower lip, ear bones, nose bones

    smiley

  • fixmypcmikefixmypcmike Posts: 19,583
    Mystiarra said:

    What is it that you are trying to accomplish?

    bones for the eyebrow ridge, upper and lower eyelids, cheekbones, chin bones, upper lip and lower lip, ear bones, nose bones

    smiley

    I get that, but what are you trying to retain from the Mil4 and Mil3 figures.

  • MistaraMistara Posts: 38,675

    i want to keep my  characters presets, but i like the elegance of rotation animated face posing to linear morphs movements.
    also great for face sculping.non symmetrical face structure

     

    toothless in the dragon movie had over 6000 controls

  • fixmypcmikefixmypcmike Posts: 19,583
    Mystiarra said:

    i want to keep my  characters presets, but i like the elegance of rotation animated face posing to linear morphs movements.
    also great for face sculping.non symmetrical face structure

     

    toothless in the dragon movie had over 6000 controls

    I don't think you'd be able to keep your character presets, because the mesh has changed.  You would need to transfer them the way we already do with the Genesis figures.

  • MistaraMistara Posts: 38,675
    Mystiarra said:

    i want to keep my  characters presets, but i like the elegance of rotation animated face posing to linear morphs movements.
    also great for face sculping.non symmetrical face structure

     

    toothless in the dragon movie had over 6000 controls

    I don't think you'd be able to keep your character presets, because the mesh has changed.  You would need to transfer them the way we already do with the Genesis figures.

    face rig for gn1 and 2 would be nice too.

    i've used gianni6 as a base for several home spun chars

     

  • MistaraMistara Posts: 38,675

    it would havve to start with eyelids closed?! wouldnt it??

    how would you uv map an eyelid if the mesh doesnt start that way?

  • Richard HaseltineRichard Haseltine Posts: 101,007
    Mystiarra said:

    it would havve to start with eyelids closed?! wouldnt it??

    how would you uv map an eyelid if the mesh doesnt start that way?

    UVing can be done on a non-default shape.

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