This commit is contained in:
Torsten 2024-02-12 08:55:09 +01:00
parent 462257119f
commit 685bee6e6a
7 changed files with 59 additions and 27 deletions

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@ -13,7 +13,7 @@
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@ -5,7 +5,12 @@ https://youtu.be/GDQmdsZWgVE?si=anfZDZvvU9-lHZc8
3.) Adjust Bones
4.) Click "Match to Rig"
5.) Tab "Skin": Mark Mesh, Shift-Click Rig, Click "Bind"
5.) Tab "Skin": Mark Mesh, Shift-Click Rig, Click "Bind", Deselect All except Scale Fix
Root ? Hip or spine1 ?
**On Skinning, experiment with "Improve Hip Weights" and "Improve Heel Weights"**
![[Pasted image 20240211083431.png]]
In case of wrong weighting, try "Fix" scale on, and optimize flags off on Bind ( Step 5)

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@ -0,0 +1,8 @@
1.) Generate Human and process: Bake Textures, Apply modifiers, LOD 1/4
Baking currently takes 2 minutes ( current Desktop PC ) on a minimal underwear human.
2.) Save as <Modelname>_00.blend
3.) Remove Hair, Eyes, Teeth , Bones, Particles
![[objects to remove.png]]
![[objects to remove 2.png]]

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@ -0,0 +1,10 @@
pixel positions on the screen use Vector2 coordinates
cell to world using Vector2
```
var cell_size:Vector2 = Vector2(50.0, 50.0)
# or: var cell_size := Vector2(50.0, 50.0)
func grid_to_world(cell):
return cell + cell_size + cell_size / 2
```