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@ -5,7 +5,12 @@ https://youtu.be/GDQmdsZWgVE?si=anfZDZvvU9-lHZc8
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3.) Adjust Bones
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4.) Click "Match to Rig"
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5.) Tab "Skin": Mark Mesh, Shift-Click Rig, Click "Bind"
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5.) Tab "Skin": Mark Mesh, Shift-Click Rig, Click "Bind", Deselect All except Scale Fix
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Root ? Hip or spine1 ?
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**On Skinning, experiment with "Improve Hip Weights" and "Improve Heel Weights"**
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![[Pasted image 20240211083431.png]]
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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 @@
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1.) Generate Human and process: Bake Textures, Apply modifiers, LOD 1/4
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Baking currently takes 2 minutes ( current Desktop PC ) on a minimal underwear human.
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2.) Save as <Modelname>_00.blend
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3.) Remove Hair, Eyes, Teeth , Bones, Particles
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![[objects to remove.png]]
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![[objects to remove 2.png]]
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pixel positions on the screen use Vector2 coordinates
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cell to world using Vector2
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```
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var cell_size:Vector2 = Vector2(50.0, 50.0)
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# or: var cell_size := Vector2(50.0, 50.0)
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func grid_to_world(cell):
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return cell + cell_size + cell_size / 2
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```
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