background preloader

Rants about Mocap, MoBu, Maya and coding » Brekel

Rants about Mocap, MoBu, Maya and coding » Brekel

English page - moggproject Face And LipsFace And Lips helps you to create MikuMikuDance facial motions. You can visually edit eyes and mouse motions and easily lipsync. RequirementsWindows XP, Vista, 7.NET Framework 2.0 or laterMicrosoft Visual C++ run-time componentsDirectX 9.0c Vmd Reduction Tool is a smoothing and key frame reduction tool for MikuMikuDance(MMD) Kinect motion capture data. The tool can save MMD developer time and effort. You can see each bone position and rotation as graph, and apply smoothing, noise reduction to the kinect motion data. Main Features - Smoothing and noise reduction by Fourier transform low pass filter - Smoothing and noise reduction by Wavelet transform - Smoothing by Sine Weighted Moving Average - Reduction key frames - Grounding offset - Offset position and rotation - Integrate Multi-stage bone motions MoggDxOpenNI is a DxOpenNI modification. (DxOpenNI is the plug-in for MMD kinect motion capture) RequirementsMikuMikuDance V7.30 or later Usage1. - DxOpenNI.dll - MoggDxOpenNIConfig.exe

64 Mold-Breaking 3ds Max Tutorials Ahh... the third round two article in a row! I just keep outdoing myself don't I? This week I have 65 jam-packed tutorials and making of's for you guys to check out and waste your day away! Just don't let your boss catch you immersed in this packed-to-the-brim article! Organic 3D Modeling In this huge tutorial series posted over at CGIndia, Eric Maslowki teaches you how to create a realistic head in 3ds Max. Studio Lighting with VRay Learn how to set up studio lighting for rendering with VRay. Making of "Galaxy Explorer" Check out the making of Aamir Khan's "Galaxy Explorer" work. Modeling a Car Rim CG artist Travis Williams teaches you how to model a car rim. Making of "A Morning In Province" Check out this making of for Julien Chiari's "A Morning In Province" work. Making of "MayBach 57" Watch how this amazing 3D model was created and rendered to make it look as realistic as possible. Digital Radio Modeling Dosch 3D Human in 3ds Max 15 Tips & Tricks in 3ds Max 3D Tree Materials - Leaves Vray Grass

VPVP “ú–{Œê”Å‚Í‚±‚¿‚ç (Japanese page is here) Tools for making Promotion Video of Vocaloid Series. VOCALOID is a vocal-synthesizing software that enables song writers to generate authentic-sounding singing on their PCs by simply typing in the lyrics and music notes of their compositions. Miku Hatune is a Japanese female vocalist of VOCALOID2 and has been on sale from Crypton Future Media,Inc. 1.1 Choreography tool Tool for choreography of 3D Miku Model. MikuMikuDance (1MB) 1.2 MikuMikuDance (Multi Model Edition) This edition can move two or more models, and can be moved by bullet physical engine. MikuMikuDance (Multi Model Edition) (5MB) 1.3 MikuMikuDance (DirectX9 Ver.) MikuMikuDance (DirectX9 Ver.) (5MB) 1.4@MikuMikuDancei64bitOS Verj @ for 64bit operating system (Vista, Windows7, Windows8) @@@@@@MikuMikuDance(x64 Ver)@i5MB) @If cannot move, please install following runtime package. 1.5 DxOpenNI Driver to read the position of the joint from Kinect. DxOpenNI (Ver.1.30 20KB)

[Texture] Baking Tileable Normal Maps Automatic Rigging and Animation of 3D Characters Automatic Rigging and Animation of 3D Characters Ilya Baran & Jovan Popović Paper: PDF (SIGGRAPH 2007) Video: AVI (DivX 6, 76MB, with sound) Supplement: PDF Code: Our C++ source and a Windows binary can be found here. Introduction Animating an articulated 3D character currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface. Method Our method consists of two main steps: skeleton embedding and skin attachment. Designing a good penalty function is quite difficult because it must penalize many different embedding deficiencies: short bones, improperly oriented bones, asymmetry, etc. Results Our prototype system, called Pinocchio, can typically rig input characters in under a minute. To keep our evaluation objective, we tested Pinocchio on 16 biped characters (built by an artist using Cosmic Blobs) that we did not see or use during development. Acknowledgements This research is supported by Solidworks Corporation.

3ds Max 2011's Viewport Canvas - Tips and Tricks 3ds Max 2011's new viewport canvas has been completely redesigned to offer a true 3D layer based paint system right within the application. In this blog post, i'll show you a few tips and tricks regarding the viewport canvas. You'll see how to add custom brushes, how to work with your favorite 2D paint program and the viewport canvas together, use light maps from render to texture in the viewport canvas layers and you'll learn the basic workflow for matte painting with viewport canvas. Introduction and Custom Brushes The first video covers the basics of working with Viewport Canvas and show how to create custom paint brushes. PSD Workflow and Using Render to Texture with Viewport Canvas This second video covers the workflow between paint applications using the PSD file format. Viewport Canvas and Render Surface Map In this video, see how to paint only on selected areas in order to restrict the effect of the paint stroke. Matte Painting and Viewport Canvas

3DS Max & Unity - The best way to import a Multi/Sub-Object Material You should learn to use a few things. Yes you are right starting with multisubobject sometimes it is easier to create interesting surfaces with multiple materials using tiling etc . (If your model is simple like a house with four walls and a roof you could directly work on an unwrapped surface with unwrap uvw modifier and photoshop but if it is more complicated you should work with a texture paint tool or multisub- object as you did, ) BUT BUT now that you have a multisub-object You have to apply an 'unwrap UVW modifier' create a 2nd texture channel on top of your 'uv maped' multisuboject mesh. This should include all you models UVs in one square (one image). The way you unwrap should be propotional for all surfaces but keep in mind that some places of your model could be more interesting and some others might be perfect to just assign them in one pixel. Then you have to bake the textures in one. It is a bit complicated but in all 3d applications is a bit of a tricky task. Good luck.

Crazy Bump Normal Maps in Unity 3d

Related: