本期视频应小伙伴要求所出,采用了本站站友MoonK的人物模型做样例,并以他的作品《双生花》做封面。感谢MoonK老友的大力支持!
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佛家说菩提我暂且不提
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momi
这个好!谢谢教学
illusion3834
大佬,obj文件怎么导回的基模啊,网上搜了很多教程都没有
merukaze
老师,我看到了你在的B站视频精准骨位对齐,使用了shape rigger。
尝试后出现了一个奇怪的问题。
我的人物由多种DAZ产品中的morph和若干zbrush建立的morph组成,尝试使用了OBJ导入morph或者用zbrush整合成一个morph,并只使用这个morph加给人物,此时会出现骨位偏移。
用shape rigger后确实能对准骨位,但是保存后,不知为何又会把我DAZ产品中的morph全部加载回来导致变成极为混乱的人物,也就是拉动整合morph滑条的同时,会在正确变形的基础上再次读取一遍没有整合过的morph,这样人物就变得极其扭曲。
我很好奇为什么DAZ会知道我整合成单一objmorph或者zbrushmorph的变形里面包含着什么其他morph,既然拼合起来了怎么可能变回原来的样子呢。
如果不使用shape rigge,的确不会出现morph上的混乱,就是单一的morph加载个这个人物,但这样骨位就有BUG了。
描述的有点复杂,因为有些混乱,见谅。
RoboNeko
我们很多人都用这种DAZ头模+ZB调模的混模方式、导出OBJ再导回基模、Rigger骨位对齐后保存为变形资产,在重载基模做测试,没有出现你说的这种情况。是否你在保存资产时,关联的变形参数未归零? 工作流操作正确的话,不会有问题~~
不行的话,你可将操作流程录屏,传来看看~~
merukaze
回复@RoboNeko:我又参悟了一阵老师的视频,感觉自己并没有任何问题。
最后我找到了答案——之前在Rigger练习时期存了一些错误的morph,虽然我并没有调用,但能肯定的是这东西给我造成了影响,因为将它们全部删除后,就一切正常了。
感谢老师指点~~
merukaze
回复@RoboNeko:还想请教老师,如果是基于一个完整的全身(包含头)的morph,如何能拆成头+身子两个morph…
RoboNeko
回复@merukaze:如果你说的是头体未分的独立模,标准流程就不好搞了,因为一动全动,我能想到的就是切割后再嫁接,比较复杂~~
舞蝶工作室
立意支持,意境太美了
woobushiguojing
Moonk、R大 威武
eric033
MOOK的作品确实666