Semi automaticly generated 'override' skeleton.

That was a mouth full, here is basically what I would pay money for.

 

An addon piece of software that allows me to select a non-living object, hair, shirt, skirt, tree etc.

and have a skeleton automatically generated (with various user input - the app would need to know the selected item was a shirt and not a tree).

This skeleton would be special in that it would not remove the author's original skeleton but activates

when I want a quick custom morph.

Lets say I want a couple of custom wrinkes in a shirt (where a guy got punched) or I need a skirt to shift a certain way in an animation,

I have the app create the custom bone structure then when I need to tweak that Item, I activate it, then grab the item where I need the tweek

and move the surface into the custom morph, then save.

 

options would include strength of adjustment

radius of effect or whole item

mask area to be uneffected by adjustment

save morph

smooth surface (manually) like using a brush tool

bunch surface ( manually create a single rounded fold.

 

Tough to create, no doubt...but the utility would be excellent

good luck

Comments

  • RKane_1RKane_1 Posts: 3,037

    Can't this be done with deformers or am I not getting what you are saying?

  • I think you are confusing rigging and morphing, or possibly wanting a form of dynamic cloth or soft-body simulation.

  • yes, it would create and rig a bone structure on objects (from a general type option list) so even if the object was never intended to be posed or morphed, it can.

    maybe I could just say how you would use it in order to discribe it.

    you have a girl with hair, med length - you don't find it's built in morphs or adjustments useful

    so you select the hair and activate the program

    Program - what is this ?  You - hair (using drop down menus with available choices)

    Program - how long ? You - Medium

    Program shows a preset bone structure

    You choose to keep that many bones or increase the number of bones (in each linear section)

    You choose to increase or decrease the number of sections

    You click and drag 'grab points' to move and adjust the new bone structure inside the semi transparent hair model

    You click save

    Now you can choose to activate the new bone structure or turn it off as needed

    It would allow you the same freedom to 'pose' the hair as you would...say a human figure

    any bone you 'grab' can be moved and pined down when you get it where you want it

     

    so basically give non-character objects the poseability of a human figure.

    does this help?

Sign In or Register to comment.