Humaniod+rig

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Humaniod+rig

Hi guys,

Once again, I've been experimenting with rigs and I came up with the following...


Download link here (+- 40Mb!)


The file contains a fully morph-key-costumizable-uv-mapped humanoid mesh (based on makehuman) with rig (to be fitted in generated mesh)
Make sure to play with the morphs of the BASE mesh ;-)
This is a work in progress, so sorry if things don't work as expected. I just wanted to share this to maybe inspire others and share some ideas...

Kind regards,
Filip

EDIT:
an important note: To maintain the ability to position the arms both manually as with an IK-chain, I didn't assign an object as IK target.
To position the arms in IK-mode, use only the move tool on the IK target (DO NOT ROTATE)
Manual adjustments can be made by rotating the shouder, upper arm, elbow and lower arm
To rotate the wrist, rotate the spline there...
If you want to further personalize the mesh (remain topology!), save the new mesh as a new morph-shape of the Base mesh, so all shapekeys keep working propperly...
 
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As an example, I also added a clothed female rig, based on the previous one, ready for animating... :smile: (+- 20 Mb!)

HERE
 
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Hi guys,

Once again, I've been experimenting with rigs and I came up with the following...


Download link here (+- 40Mb!)


The file contains a fully morph-key-costumizable-uv-mapped humanoid mesh (based on makehuman) with rig (to be fitted in generated mesh)
Make sure to play with the morphs of the BASE mesh ;-)
This is a work in progress, so sorry if things don't work as expected. I just wanted to share this to maybe inspire others and share some ideas...

Kind regards,
Filip

EDIT:
an important note: To maintain the ability to position the arms both manually as with an IK-chain, I didn't assign an object as IK target.
To position the arms in IK-mode, use only the move tool on the IK target (DO NOT ROTATE)
Manual adjustments can be made by rotating the shouder, upper arm, elbow and lower arm
To rotate the wrist, rotate the spline there...
If you want to further personalize the mesh (remain topology!), save the new mesh as a new morph-shape of the Base mesh, so all shapekeys keep working propperly...


You have done really advanced stuff here:icon_thumbup: :icon_thumbup::icon_thumbup: I will start testing it this weekend :)

/Swe
 
It looks really good! I can't say I understand half of what you did there, but it really looks impressive :D
 
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