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ribbon test with rigify model from Vadim B #b3d

16,814 views • 1 year ago •via X (Twitter)

20 Comments

chloe🌙Currently Looking for Work's profile picture
chloe🌙Currently Looking for Work1 year ago

@slipgatecentral muse!!! impeccable taste

A$AP BERG's profile picture
A$AP BERG1 year ago

@slipgatecentral I'm always trying to sneak in my music taste on these haha

AstroNinja0's profile picture
AstroNinja01 year ago

@slipgatecentral Nice! Does it use Bendy Bones or a Spline IK? Personally I used a Bendy bone solution for my mouth component here: Gives me some really nice control

A$AP BERG's profile picture
A$AP BERG1 year ago

@slipgatecentral It uses bendy bones! The ribbon is weighted to the bendy bones, while the actual lips are weighted to the individual bones, giving fine-tune control

Stuff Man's profile picture
Stuff Man1 year ago

@slipgatecentral So dope

A$AP BERG's profile picture
A$AP BERG1 year ago

@slipgatecentral thanks! Just a quick test, will explore more in the future!

Adriano Delfino | 3D Character Modeler | Rigger's profile picture
Adriano Delfino | 3D Character Modeler | Rigger1 year ago

@slipgatecentral Fiz uns testes tbm, mas eu não curti muito a forma que o ribbon fica com o skin, talvez tenha sido o modo que fiz que não foi muito correto 🫠, mas eu ainda prefiro a técnica de curves no maya acho que o skin de curva de la fica mais agradável o formato.

A$AP BERG's profile picture
A$AP BERG1 year ago

@slipgatecentral vc usou oq para linkar o ribbon com o rig? fez o weight painting normal ou usou outro método?

Adriano Delfino | 3D Character Modeler | Rigger's profile picture
Adriano Delfino | 3D Character Modeler | Rigger1 year ago

@slipgatecentral Nos joints principais de corner, jaw e upperjaw, faço com skin, no maya a curva tbm pega skin no blender pelo que testei ela n pega a forma usando curva me agrada mais, para o restante dos joints uso empty parenteado aos vertex do ribbon e depois faço o bone seguir o empty

A$AP BERG's profile picture
A$AP BERG1 year ago

@slipgatecentral Se tu criar um setup com bbones e fazer o skin do ribbon nos bbones a mesh vai deformar igual curva tbm, com bbones vc pode ajustar o falloff, easing e twist sem precisar mexer nos pesos ou em mais constraints. Tbm dá para dar um smooth na curvatura com um subd lvl 1 no ribbon

Adriano Delfino | 3D Character Modeler | Rigger's profile picture
Adriano Delfino | 3D Character Modeler | Rigger1 year ago

@slipgatecentral Os primeiros testes que fiz no blender foram com o bbone, mas eu n utilizei a ribbon só o bbone msm meio que dei um jeito dos bones de cada linha do labio seguir ele, no caso do bbone vc diz colocar um bone só na ribbon inteira ele sendo bbone no caso né?

A$AP BERG's profile picture
A$AP BERG1 year ago

@slipgatecentral vc precisa de no mínimo 4 bbones, sendo 2 para cara lado. UpperLipL, UpperLipR, LowerLipL e LowerLipR. (Vc pode usar mais tbm) No meio deles vc cria um setup para eles se conectarem e nas corners tbm. Dai vc pode ajustar a curvatura, ease e twist no próprio bbone ou com controles

Adriano Delfino | 3D Character Modeler | Rigger's profile picture
Adriano Delfino | 3D Character Modeler | Rigger1 year ago

@slipgatecentral Fiz um teste rápido aqui com os presets do cloudRig, bacana o resultado, preciso fazer mais testes depois, apareça nos Discord quando tiver de bobeira, para bater papo de rigging e fazer os estudos em call ✌️

FUME's profile picture
FUME1 year ago

@slipgatecentral Dope,it contains rigify setup or you weight painted it yourself?

A$AP BERG's profile picture
A$AP BERG1 year ago

@slipgatecentral The original model comes with a Maya rig and FBX and Obj formats, so you can import into Blender like I did but you need to setup the rig yourself

Key Thirteenth's profile picture
Key Thirteenth1 year ago

@slipgatecentral Wow! I didn't know you knew Vadim Bakhlychev!

Sygma's profile picture
Sygma1 year ago

@slipgatecentral What are ribbons exactly?

A$AP BERG's profile picture
A$AP BERG1 year ago

@slipgatecentral Ribbons are a separate mesh/curve to guide the deformation of the bones. The ribbons are usually skinned/hooked to separate controls and are easier to tweak than adding individual constraints to the deformation bones. That will follow a vertex/edge on the ribbon

Sygma's profile picture
Sygma1 year ago

@slipgatecentral Ah, I didn't realize you moved the ribbon controllers in object mode. So basically the mouth bones follow the smoothness of the curve. Now the question how do these bone follow the curve? Damped track?

A$AP BERG's profile picture
A$AP BERG1 year ago

@slipgatecentral each bone follows an MCH bone that tracks/stretches to locators/empties parented to each the vertex of the ribbon

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