Create lifelike animated characters with Advanced AccuRIG

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Create lifelike animated characters with Advanced AccuRIG

Table of Contents:

  1. Introduction
  2. Loading and Centering the Model
  3. Setting up the Body Rig
  4. Refining the Results
  5. Rigging the Hands
  6. Generating Skin Weights
  7. Checking the Animation Results
  8. Fine-tuning the Skeleton
  9. Exiting AccuRIG Mode
  10. Viewing and Adjusting Skin Weights
  11. Sending the Character to iClone
  12. Conclusion

Introduction

In this tutorial, we will explore the new AccuRIG tool in Character Creator 4. This tool allows You to automatically generate a skeletal rig for your imported humanoid characters. Once the skeleton is rigged, you can modify the skin weights, Create a facial expression system, and even send it to iClone for animation. Let's dive in and learn how to use this powerful feature step by step.

1. Loading and Centering the Model

To start using AccuRIG, you need to load in your character model. The model can be in either FBX or OBJ format. If it's an FBX file, you'll need to define it as a prop, while OBJ files are automatically defined as props. Once the model is imported, make sure it is centered by zeroing out the transform values in the Attributes tab. Additionally, enable World Axis visibility in the Preferences menu to use it as a reference for aligning your character's local root position.

2. Setting up the Body Rig

To set up the body rig, locate the AccuRIG button in the Attributes tab of the Modify panel. Switch your viewport to orthogonal mode for more precise editing. Use the A, S, D, F, and G hotkeys to toggle between camera views or find the options in the toolbar. In the Skeleton and Bind Skin section, choose the All or Selected meshes option Based on your character's composition. Click on Create Guides to automatically detect and mark your character's joints. Ensure accurate placement by referencing the dummy image for each joint from both front and side views.

3. Refining the Results

After placing all joint markers correctly, move on to refining the HAND rigging. Use the Frame Left Hand button to focus the camera on the left hand. Choose the number of fingers from the drop-down menu and click on Generate Skeleton. You can tweak the marker positions to Align them closely to the knuckle positions of the hands. Keep in mind that the thumb may have a slightly different orientation from the other fingers. Use the dedicated thumb direction gizmo to adjust its position. Repeat this process for the right hand, and then click on the Bind Skin button to generate the skin weights.

4. Rigging the Hands

The AccuRIG tool also provides the ability to rig the hands of your character. By utilizing the Frame Left Hand button, you can focus on one hand at a time. Adjust the marker positions to align them accurately with the model's hands. Pay special Attention to the thumb's orientation, using the dedicated thumb direction gizmo. If your character's hands are symmetrical, use the Symmetry mirror tool to copy the results from the left hand to the right hand.

5. Generating Skin Weights

After finalizing the joint and marker positions, click on the Bind Skin button to generate the skin weights. This process may take some time depending on the complexity of your character's model. Once the skin weights are generated, the color of the skeleton will change. At this point, you can check the animation results.

6. Checking the Animation Results

To check the animation results, click on the Check Animation button. You can Apply different calibration motions from the Animation Player to test various body parts, such as Full Body or Hand test motion. If necessary, exit the Check Animation mode to further adjust the bone and joint marker positions for finer tuning. Remember to reapply the skin weight settings by clicking on the Bind Skin button after making adjustments.

7. Fine-tuning the Skeleton

Fine-tuning the skeleton and joint marker positions is essential for achieving optimal results. Use the Bone Manager and Bone Display Settings to refine bone positions, their size, color, and opacity in the viewport. Take AdVantage of the movement gizmo to adjust the position of selected bones. Keep in mind that facial bones are also generated during the rigging process. Although they don't assign skin weight values, they play a role in opening the jaw and moving the eyes.

8. Exiting AccuRIG Mode

Once you are satisfied with the rigging and animation results, you can exit AccuRIG mode by clicking on the AccuRIG button. You will Notice that your character is now defined as Humanoid and listed under Character in the Scene Manager. This indicates that the rigging process is complete.

9. Viewing and Adjusting Skin Weights

To analyze and adjust skin weights, enter Skin Weights mode and select different bones in the Bone Manager. The auto-generated skin weight results can be refined by custom adjusting the strength and position of individual skin weights. Please note that advanced skin weight adjustments are beyond the scope of this tutorial and will be covered in a separate tutorial.

10. Sending the Character to iClone

Once your character's rigging is done, you can easily send it to iClone for animation. Simply click on the Send to iClone button in the top toolbar. This will open up iClone, where you can take advantage of its intuitive animation tools and features to bring your character to life.

11. Conclusion

In this tutorial, we explored the AccuRIG tool in Character Creator 4, which simplifies the process of rigging humanoid characters. We learned how to load the model, set up the body rig, refine the results, and generate skin weights. Additionally, we discussed checking the animation results, fine-tuning the skeleton, and viewing skin weights. Finally, we covered how to send the character to iClone for further animation. With AccuRIG, you can efficiently generate accurate skeletal rigs and unlock the potential of your characters in the world of animation.

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