Some WIP shots and my original doodle. At no point in the armature stage did I feel like this was going to work out, but I wanted to see it through😂

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I've had an idea for a pterosaur based figure for a while now, but was on the fence about pursuing it. To sell myself on the idea, I wanted to sculpt a rough version. I found a basic tutorial online about making an armature and just dove in.

Three hours later, I was sold 😍

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自分用のメモです。
Rootボーンのある構造で、VRCのアイトラ?を動かしたい場合、Armatureの子としてEmptyオブジェクトを以下の名前で配置する。
以前やったのにすっかり忘れていたorz

0 1

So I did some progress on my custom Gallade model where I added an skeleton/armature to the model and rigged the whole upper body for him to move, but I don't know how I am suppose to rig his hips...

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My name is Jase and I'm an armature artist, and aspiring Concept Artist. I'm 17 and about to go to college to pursue my dream of becoming a concept artist and honing my craft, hope you enjoy my art!

Art Station - https://t.co/po8OYlw8su

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アバターお着替えなどの改変時いちいちBlenderで細かいBone位置いじるの面倒だなぁと思って探したら見つけた!
UnityでBone位置を表示できる無料アセット
「BoneDebug」
これで改変がさらに手軽になる
使い方は簡単
①インポート
②見たいArmatureにBoneDebugをAdd
するだけ
※アップロード時要削除

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I only had him a short while, but I miss the creaking of plastic doll armature spine in my house.
Should i make one for myself soon?

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what their armatures looked like. cant see SHIT

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Things I should be doing - rigging.
Things I actually do - new hair for Flurry.
After this I'm moving on to the armature, I promise.

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step 1: create the cloth sim meshes
step 2: create empties to follow the cloth sim
step 3: set up the armature and constraints
step 4: admire your boy

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In Lewdschool today, I was going on about horizontal vs. vertical armatures. Start with a "toppled-over" brick vs. an "on-end" brick.

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I have a question . Unless I am missing something, will there be a way to make a set of bones mapped to one bone? Example: I have a bot with a human armature with one bone rotate that only rotates the say X axis and an other Y.

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SO
I think I'm finally starting to pull myself out of my little RUT!
It's not much, but I finally laid out my armature/bones for my model, I just need to start weight-painting!
Feels good to get down to work again!

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Well, that wasn't too hard to piece together! Eye tracking probably won't be a thing, but should work for a nice VRChat avatar! The armature is pretty much perfect out of the box, and the mouth bones made viseme creation easy!

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今日の知見なのです
Blender上でArmature含めたメッシュの統合できた
(-> 着せ替えでもSkinned Mesh Rerenderを一つにできそう

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the armature + rig are -basically- done

aside from a few weight painting issues and some topography/shape key nonsense this is turning out to be really, really good for my second highpoly, from-scratch model

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Progress report: i finally managed to export armatures correctly. now i just need to write the mesh data
once that is done, i will start writing importers, so that we can modify existing models and import them back into sa2-
we are close guys

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VRC内で足が埋まる時の対策。
・Unityのボーンを割り当てる画面でHipsのボーンを選択して上に移動させる。
・Since内には移動した高さは反映されてないの視点を同じくらい移動させて調整(armatureを同じくらい移動させれば調整が楽か?)
・完了
・持込前のBlender内の画面。

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dont know why i thought greed would be easier than barry. i suppose to do an armature for, yeah but he has 2k more faces and hooo boy. that makes a lot to clean up and fix

1 4

Go crazy with it, make cartoon hands
But understanding anatomy will help in the long run

Ps. Finger Nails can help with perspective (their not flat but curve with the finger )
I'm in no means a "pro" just a armature ^^ ♡

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