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View Full Version : Looking for someone to rig a figure for me (Paid Work)



starbase1
01-14-2019, 05:51 AM
I've had problems successfully rigging human figures with Genoma in LW 11.6.

I think I have the basics, but I find it really hard to adjust, and some parts are REALLY hard to pose, (elbows for example - I really can't get these even close to positioned!). I don't need the small bits done, (face, fingers, toes), but I want to be able to adjust the overall pose, this with particular regard to an astronaut / cosmonaut figure. I'll bung a head in the spacesuit separately.

So I'm thinking it may well be a better use of my time to pay someone to rig it for me.

I want a few poses included in the rigged scene - I figure if the rig is good, this should be negligible extra effort.

These poses would be:


Unposed, neutral
Standing on a surface in a natural relaxed pose, (maybe like Aldrin on the Moon)
2 different poses floating in space, as on a spacewalk.
1 pose for on a ladder, 30 degrees from vertical.



If anyone is willing to take this on, message me with your price, which I'm hoping to pay by PayPal. Note that this setup must work in LW 11.6

I attach a picture of the figure I have in mind for rigging, with the polygon edges shown. (I subdivided it)

Original was bought here:
https://www.turbosquid.com/FullPreview/Index.cfm/ID/954663

safarifx
01-14-2019, 12:07 PM
Genoma is very powerfull if you paint weightmaps for the bones. what kind of human rig you are used? IK/FK?

snip safx

vonpietro
01-14-2019, 04:57 PM
i second that - i found a free astronaut online and have rigged him even though he was posed in a posed non t pose pose.

genoma to the rescue - i've also rigged a free han solo character as well.

its very straight forward and pretty easy to use.

here is one of the free ones - not the one i had origianlly found - wow it just gets swallowed up and i can't find the other one.
https://cgtricks.com/astronaut-free-3d-model-domenico-dalisa/

starbase1
01-15-2019, 06:45 AM
Thanks for the link to the astronaut file, looks good.

As I say, I have used genoma, I can get it working sort of, but some elements are a huge pain to adjust, such as elbows. And I don't know what I am doing wrong.

Not sure about IK/FK, I just followed a Genoma tutorial I found online. Didn't use weight maps, never got my head around them.

gar26lw
01-15-2019, 09:36 AM
you tried mixamo?

vonpietro
01-15-2019, 09:51 AM
Thanks for the link to the astronaut file, looks good.

As I say, I have used genoma, I can get it working sort of, but some elements are a huge pain to adjust, such as elbows. And I don't know what I am doing wrong.

Not sure about IK/FK, I just followed a Genoma tutorial I found online. Didn't use weight maps, never got my head around them.


Weightmaps are easy

all your doing is telling the bones to only effect the area where the weight is painted.

so you paint an elbow, and then tell the arm bones that they only work on the painted area aka the elbow.

its intended to separate the bones influence.

say your elbow bone starts picking up your midsection when you move the elbow bone - thats undesirable to say the least.

using the weight map will isolate the elbow from the torso with the weight shade.

just go into modeler, create a weight shade and paint the elbow area.
and tell the bone to use the elbow map.
you can make multiple maps too.

i think thats how it goes, its been awhile since i used it.

erikals
01-15-2019, 10:32 AM
some elements are a huge pain to adjust, such as elbows. And I don't know what I am doing wrong.
elbows are always pain, needs tweaking.
https://www.youtube.com/results?search_query=elbow+corrective+morph

jwiede
01-15-2019, 05:11 PM
elbows are always pain, needs tweaking.
https://www.youtube.com/results?search_query=elbow+corrective+morph

Yep, elbows tend to need corrective morphs. You can often avoid self-intersection with enough weight map tweaking, but the resultant shapes of forearm and bicep region still tend to come out a bit misshapen, to where you'll need a corrective morph regardless. Might as well use a less-complex weight map up front, and then use the corrective morph to fix intersection and shapes.

starbase1
01-16-2019, 11:08 AM
Thanks to all who replied, squarewulf is doing the work for me.
Nick