Rig Humanoide

Good morning everyone

I would like to ask: do you know any good tutorials, preferably on video (my native language is not English) on humanoid figures and rigs?

From what I understand, the 'transfer utility' tool can be used to or as 'copy'/'paste' skeletons into new meshes (obj) with the same UV map and mesh subdivision (similar, not equal) of a model , eg g8 for similar object, would that be correct?

As I use 'Wrap 4d' for retopology - which makes this job of having subdivisions similar to the daz models a lot easier - I ask.

Thanks.

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,833

    That Transfer utility requires that the models be roughly the same shape - UVs and grouping do not matter. You cannot use it to transfer rigging to a competing item for sale or sharing (e.g. use a Genesis to rig a new humanoid, unless it's solely for your own use).

  • Richard Haseltine said:

    That Transfer utility requires that the models be roughly the same shape - UVs and grouping do not matter. You cannot use it to transfer rigging to a competing item for sale or sharing (e.g. use a Genesis to rig a new humanoid, unless it's solely for your own use).

    Thanks, Richard. :) I think I should be more specific. To make a 'new' character, to be sold by Daz, as a 'third party' (there are several artists who make models, as I understand it). Where do they start from? 

  • jeronimocollaresjeronimocollares Posts: 131
    edited March 2022

    And I will try to be even clearer: Daz studio, for me, is complete in absolutely everything. I've been researching a lot of things that automate the work involving modeling, rig, animation, this has been happening for some time and Daz manages to be - for me - perfect, even to work with a 'game engine' (I'm currently studying Unity and C#) . Just export a base model, import it the right way (either via bridge or FBX) and it's all there, so to speak. Just narrating my personal experiences of a mere 'amateur'.

    So I thought, since I like human models, I like 'shapes', I really like 'animations' (philosophy of movement - maybe my personal real-life predilection for dance) and since I like 3d, why not try 're-starting' ' making models for software that I really think is good and has great potential (Daz)? That's what I thought. :)

    Making games, Richard, is a very difficult thing to do - if not 2D games, and yet it requires a lot of coding knowledge. You must have years of experience with this. As for Daz, I've known him the longest (and I always learn something new - which always surprises me). I think I mentioned to you once that I was studying Zbrush. I improved a little on it, managed to make some models - nothing compared to the perfection of a g8 model, of course; along the way, I got to know retopology software - which automatized work time a lot (I used to do it in Maya). Rig, in Maya, is currently something automated, but I thought of Daz for the quality and speed that this gives to the volume of work for those who want to work with it.

     

    Sorry for this long post, Richard :) (google translate)

    Post edited by jeronimocollares on
  • charlescharles Posts: 846

    Richard Haseltine said:

    That Transfer utility requires that the models be roughly the same shape - UVs and grouping do not matter. You cannot use it to transfer rigging to a competing item for sale or sharing (e.g. use a Genesis to rig a new humanoid, unless it's solely for your own use).

    Also to clearify. You can use a a modified Genesis for resell through 3rd party as long as the morphs and textures are all your own, correct?

  • GordigGordig Posts: 10,053

    charles said:

    Richard Haseltine said:

    That Transfer utility requires that the models be roughly the same shape - UVs and grouping do not matter. You cannot use it to transfer rigging to a competing item for sale or sharing (e.g. use a Genesis to rig a new humanoid, unless it's solely for your own use).

    Also to clearify. You can use a a modified Genesis for resell through 3rd party as long as the morphs and textures are all your own, correct?

    You can sell the morph, but not the morphed figure.

  • Richard HaseltineRichard Haseltine Posts: 100,833

    I'm still not sure what you are wanting to do - the problem with an independent figure is that it will almost certainyl have limited support, and as RawArt and Joe Quick have shown there is a lot that can be done with morphs and rigging adjustments, plus GeoGrafts for extra body parts. The Transfer Utility is really for add-ons - clothes etc. - rather than new figures, since something different enough to merit its own rigging will be too far from the original shape to be effectively rigged by projecting the other figure's rigging.

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