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Generating optimized proxy-rigs, in 3 clicks, with Proxify+ for #b3d!

44,616 views • 1 year ago •via X (Twitter)

11 Comments

Pierrick Picaut's profile picture
Pierrick Picaut1 year ago

Great job

Cosmo Mídias 🔶's profile picture
Cosmo Mídias 🔶1 year ago

Split algorithm inspired by you, by the way. 😊💙🧡

Ryan's profile picture
Ryan1 year ago

This looks amazing!! I was so happy to see that there was split function and that you can isolate the face. Really cool and such a tremendous time saver. When will it release??? 👀 im so tired of making split proxy meshes by hand 😆

Cosmo Mídias 🔶's profile picture
Cosmo Mídias 🔶1 year ago

@LykosRyan Your manual tedious works has date to an end! Around the first weeks of June. So you can save your energy for more important things like creative decision taking and animation itself 😊

Beyond Dev - Tyler Walker's profile picture
Beyond Dev - Tyler Walker1 year ago

ahhhh mesh simplification! Now this makes sense. Well done!

Rogério Perdiz's profile picture
Rogério Perdiz1 year ago

Bloody Hell! This looks real solid! I'm a blender artist since 2000 and I never seen a proxy system not even 10% this good... ...I'm really impressed!

Cosmo Mídias 🔶's profile picture
Cosmo Mídias 🔶1 year ago

Wow! Thank you very much!!! 🙏🏽✨ (I’m since 2007!)

Rogério Perdiz's profile picture
Rogério Perdiz1 year ago

You didn't even pause the animation, for God's sake! 😃

Cosmo Mídias 🔶's profile picture
Cosmo Mídias 🔶1 year ago

It’s like playing with 🔥😅🤌🏼✨

SkyTails's profile picture
SkyTails1 year ago

Ok on my understand, this addon will be duplicate a mesh who associate with the selected rig and un-subdivide to lowest. That for the first one. For second I not sure but maybe goto edit mode and have operator to cut every 2 face loop and parent to bone ?

Cosmo Mídias 🔶's profile picture
Cosmo Mídias 🔶1 year ago

The second one evaluates all the vertex groups associated to the deforming bones, splits all in chunks and parent them directly to the bones that exert most influence. The chunks don't even get the Armature Deform modifier in the end meaning no geometry level calculations.

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