It's not a good tool for posing when it requires that much work to fix all the damage it does just by trying to repose an arm. Watching the Pose Tool video on YouTube is painful. I'm not talking about weight painting, morphs, blend shapes, etc. I'm NOT talking about IK, constraints, etc. It could be something as simple as drawing linear splines that have a basic parent-child relationship and can affect the voxels around them. Just a basic "wire" armature like you use for real-world sculpting. I'm not talking about adding IK, a timeline or anything similar. Being able to easily pose a character = Andrew will make 3DC an animation program.Īdding basic armature functionality does not make 3DC an ANIMATION program. this is the same argument I found in a previous thread. I'd say those big 4 are a lot of features for the size of team working on things.Īt best, I'm ok with adding weighting tools to the vertex paint side of things and maybe those can help with limited deform/pose tools, but to create rigging and character animation like MotionBuilder, Rhiggit or other apps is just asking for a program that does more things half as good rather than some things really really well (which is what it does now). I have no problem with extra deform tools to help with modeling or sculpting or tweaking a modeled pose, sure, but to attempt to be a rigging and animation program will water down the strengths of this very strong app for painting/retopo/uv/ & sculpting. What's next after asking for the armature? Inverse Kinematics and constraints? I'd rather keep rigging and animation for the programs which have 10+ years behind them doing that like Lightwave, Maya, Max & Blender etc. Having a half implemented feature like full-on rigging would be a waste. Currently, it is a critical application in the pipeline. I'd hate to see 3DCoat's strengths watered down by trying to be too much. I've never considered 3D Coat the ideal environment for this task, so I'm kind of torn whether to join the chorus on this request. Just like Rendering.sure there could be more improvement, but it's also venturing into areas 3D Coat was never designed, nor intended to do. ![]() While I agree it could be handy to have some kind of baisc rig for posing, you do have tools to pose in 3D Coat. If I want to do this, I send it to a program that already has those tools (3ds Max or Messiah, in my case). Sounds just like a job for a rigging/animation program. This would give you the ability to try out different poses for your sculpts quickly and easily. I think the armature that it creates is a good example of what I'm talking about. In another thread, someone mentioned RigMesh: That way not only could I pose the model, but I could move the arms around to check different angles, I could bend the legs, spread fingers, etc. I'd like to simply set up a very basic armature and have it STAY while I work. ![]() What I would like to see in 3D Coat is not what I'd call a "rig" but really more of an armature like you use in sculpting. I can't easily show him some different poses with the character, so we have to revert to sketches and discussions. However, the client hasn't decided what pose she should be in for the final sculpt, so I'm slightly stuck. I have her in a standard T pose, but I will never be animating her. But I feel like the pose tool is extremely limited and doesn't do what I'd like. I am not talking about adding animation or anything like that to 3DC. ![]() I've been searching the forums for information on creating a basic armature or posing rig from within 3D Coat and came up with nothing.
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