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

44,616 次观看 • 1 年前 •via X (Twitter)

11 条评论

Pierrick Picaut 的头像
Pierrick Picaut1 年前

Great job

Cosmo Mídias 🔶 的头像
Cosmo Mídias 🔶1 年前

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

Ryan 的头像
Ryan1 年前

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 🔶 的头像
Cosmo Mídias 🔶1 年前

@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 的头像
Beyond Dev - Tyler Walker1 年前

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

Rogério Perdiz 的头像
Rogério Perdiz1 年前

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 🔶 的头像
Cosmo Mídias 🔶1 年前

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

Rogério Perdiz 的头像
Rogério Perdiz1 年前

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

Cosmo Mídias 🔶 的头像
Cosmo Mídias 🔶1 年前

It’s like playing with 🔥😅🤌🏼✨

SkyTails 的头像
SkyTails1 年前

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 🔶 的头像
Cosmo Mídias 🔶1 年前

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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