side shot for a friend who wondered if it was 3d
A lot of cleanup in our future, a lot of rebuilding but this is it! Will only get better from here https://www.zillow.com/homedetails/423-Main-St-Glover-VT-05842/92016246_zpid/?utm_medium=referral
#3d #webaverse #threejs
awesome ! ability to export grease pencil into three.js !!
cofe is for closers!
today we close on the property woot ! feels surreal to have a space where we can dream big..
#3d #gamedev #wip
animation rigs are hard, doubly so when you are trying to make a rig to control another rig that has a bunch of mocap data you want to manipulate but in a non destructive way .. i feel like this is a halfway point, i can at least make new animations and bake them down to the original fbx armature but now i need to figure out how to rig things up in such a way that i can make small changes to the mocap anim, right now that does not work so well..
probably will just have to toggle between influences and manually pose rigify to match up to the old mocap data and then once i have keyframes working on the rigify armature *then* i can modify that and bake new animations from *that* *cry*
link to steps doing this :
just trying to think out loud here :
* using a copy transform to an empty that controls the bone position , this "breaks" the fbx armature heirarchy on purpose because its heirarchy is incompatible with rigify or any sane person's concept of how a rig should work .. but how would you respect the fbx armature parenting relationship while at the same time using rigify to modify the mocap armature actions???
#3d #gamedev #fail
so i thought i was so cool, managed to retarget an absolute mess of fbx animations so that i could modify them / control the bones with rigify , i even use a driver to control the influence of rigify on the fbx armature, unfortunately fractional influence does this, thinking i will need potentially another solution to do actual fractional influence , most likely will just use this to bake completely new animations and not modify existing :(