Technically you can leave them, or apply weight maps to assist in the facial setup process in Character Creator 4, but my preferred method is to leverage morphs. I deleted most of the facial bones, as morphs will control much of the expression system. It can be difficult to align bones in three-dimensional space, so I turn on the Snap > Volume > Center option for some bones, especially the fingers. After adding the Meta-Rig, I scale it down and align the bones to the model as best I can. Also, keeping the body separate from the hair, eyes, teeth, and accessories also helps to apply a degree of symmetry when doing facial expression editing.įor rigging, I use the Human Meta-Rig located in the Armature section under Add. This may not be necessary for you, but it helps me in the weight mapping process. I’m going to start by opening a Blender file that I previously set up by separating the mesh into sections. INTRO: Select a 3D character model of your choiceįor this demonstration I’m going to be using a model purchased from the 3D artist, Makar Malicki, whose assets can be seen on Artstation.
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