文章目录
前言
- 前言
- 使用方法
- 0. 安装Auto IK Rigger插件
- 1. 架设骨架 and 蒙皮
- 2. 绑定
- 3. 原理
- 局限性
比较知名的Blender绑定插件有自带的Rigify以及价值40刀的Auto Rig Pro,这两个插件都很好用,但它们都有着共同的特点(问题):
- 它们都有自己的骨架命名规则。
- 它们都是先绑定再蒙皮。
有的时候我们想借助类似Mixamo这样的绑定神器对模型进行骨架蒙皮,这样就没有办法再使用上面两个插件了。老王比较喜欢类似Akeytsu和Cascadeur的工作流程,即你可以使用很自由的命名规则架设骨架并蒙皮以后,再进行IK等机制的绑定。偶然间在Gumroad上发现了Auto IK Rigger(价格5刀)。
使用方法 0. 安装Auto IK Rigger插件略
1. 架设骨架 and 蒙皮这里直接使用了Mixamo下载的模型
真是轻量级,连N面板上的UI都不给,需要用F3
调出查询窗口输入“Auto IK Rigger”
然而后面发生的就厉害了,Mixamo骨骼全部自动识别,直接按确定
就可以生成绑定了。
注意:红框中的几个选项根据需要勾选一下
神奇不神奇
这是怎么实现的呢,实际上在这个插件的安装目录下有一个JSON文件
类似下面这个样子,通过配置这个文件,不仅可以实现Mixamo骨骼的一件绑定,依照你自己的命名规则架设的骨架也可以一键绑定
{
"Head":[
"bip_head",
"Head",
"mixamorig:Head",
"head neck upper",
"G_head",
"head",
"Head",
"head.x"
],
"Neck":[
"bip_neck",
"Neck",
"head neck lower",
"mixamorig:Neck",
"G_neck",
"neck_01",
"neck.x"
],
"Pelvis":[
"bip_pelvis",
"mixamorig:Hips",
"Pelvis",
"root hip",
"Hips",
"Rot",
"G_pelvis",
"pelvis",
"root.x"
],
"Left_Arm":[
"bip_upperArm_L",
"arm left shoulder 2",
"mixamorig:LeftArm",
"L_Arm",
"ShoulderL",
"G_uparm_L",
"upperarm_l",
"arm_stretch.l"
],
"Left_Elbow":[
"bip_lowerArm_L",
"arm left elbow",
"mixamorig:LeftForeArm",
"L_ForeArm",
"ArmL",
"G_lowarm_L",
"lowerarm_l",
"forearm_stretch.l"
],
"Left_Hand":[
"bip_hand_L",
"arm left wrist",
"mixamorig:LeftHand",
"L_Hand",
"HandL",
"GD_hand_L",
"hand_l",
"hand.l"
],
"Right_Arm":[
"bip_upperArm_R",
"arm right shoulder 2",
"mixamorig:RightArm",
"R_Arm",
"ShoulderR",
"G_uparm_R",
"upperarm_r",
"arm_stretch.r"
],
"Right_Elbow":[
"bip_lowerArm_R",
"arm right elbow",
"mixamorig:RightForeArm",
"R_ForeArm",
"ArmR",
"G_lowarm_R",
"lowerarm_r",
"forearm_stretch.r"
],
"Right_Hand":[
"bip_hand_R",
"arm right wrist",
"mixamorig:RightHand",
"R_Hand",
"HandR",
"GD_hand_R",
"hand_r",
"hand.r"
],
"Left_Thigh":[
"bip_hip_L",
"leg left thigh",
"mixamorig:LeftUpLeg",
"L_UpLeg",
"LegL",
"G_thigh_L",
"thigh_l",
"thigh_stretch.l"
],
"Right_Thigh":[
"bip_hip_R",
"leg right thigh",
"mixamorig:RightUpLeg",
"R_UpLeg",
"LegR",
"G_thigh_R",
"thigh_r",
"thigh_stretch.r"
],
"Left_Knee":[
"bip_knee_L",
"leg left knee",
"mixamorig:LeftLeg",
"L_Leg",
"KneeL",
"G_calf_L",
"calf_l",
"leg_stretch.l"
],
"Right_Knee":[
"bip_knee_R",
"leg right knee",
"mixamorig:RightLeg",
"R_Leg",
"KneeR",
"G_calf_R",
"calf_r",
"leg_stretch.r"
],
"Left_Foot":[
"bip_foot_L",
"leg left ankle",
"mixamorig:LeftFoot",
"L_Foot",
"FootL",
"GD_foot_L",
"foot_l",
"foot.l"
],
"Right_Foot":[
"bip_foot_R",
"leg right ankle",
"mixamorig:RightFoot",
"R_Foot",
"FootR",
"GD_foot_R",
"foot_r",
"foot.r"
],
"Spine_0":[
"G_waist",
"spine lower",
"bip_spine_0",
"Waist",
"mixamorig:Spine",
"Spine",
"spine_01",
"spine_01.x"
],
"Spine_1":[
"G_stomach",
"spine middle",
"bip_spine_1",
"Bust",
"mixamorig:Spine1",
"Spine1",
"spine_02",
"spine_02.x"
],
"Spine_2":[
"G_chest",
"spine upper",
"bip_spine_2",
"mixamorig:Spine2",
"Spine2",
"spine_03",
"spine_03.x"
],
"Left_Collar":[
"GD_clavicle_L",
"arm left shoulder 1",
"bip_collar_L",
"ClavicleL",
"mixamorig:LeftShoulder",
"L_Shoulder",
"clavicle_l",
"shoulder.l"
],
"Right_Collar":[
"GD_clavicle_R",
"arm right shoulder 1",
"bip_collar_R",
"ClavicleR",
"mixamorig:RightShoulder",
"R_Shoulder",
"clavicle_r",
"shoulder.r"
]
}
局限性
- 只能绑定二足角色而且没有面部
- 绑定比较简单,不能实现拉伸效果
- IK/FK都有,但是没有IK/FK之间的互相吸附
总之确实很轻量级