This is something I have started doing recently. It's also possible to code and add your own stuff to Rigify (but VERY advanced). There are also many tutorials on how to use it (you should check out (I think Todor has also made it free on YT but if you can support him, that's a good thing to do) The advantages of Rigify is that it is a core module of Blender so it will continue to be developed along with Blender (even if the developers change). However, in recent years the development (of many people) have made rigify excellent. If Artell no longer wants to develop it, then it can just stop working when Blender gets a breaking update.įor a very long time, I really didn't like the rig that rigify produced. There are less tutorials, and a single point of failure. It seems good - but there are drawbacks to using something that is only developed by 1 person (Artell). And the last time I used it I was on a really tight deadline - I tried it, it didn't work the way I needed it to out of the box and I didn't have the time to figure out what I needed to do in order to get it to do what I needed. At the moment because I use it so infrequently, I'm just using that as almost a last resort. There have only been a few situations that I have used the voxel heat.īut if I used it more often, I would better know when it would speed me up. Most of the time (98%) I either use manual weighting or automatic weights as a starting point. There are different methods of automatically weighting, and each method has strengths and weaknesses in different situations.
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