Auto-Rig Pro: Corrective Shapes Drivers [v3.72 - Blender 4.2]

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  • เผยแพร่เมื่อ 28 ม.ค. 2025

ความคิดเห็น • 11

  • @IshowSongNames
    @IshowSongNames 4 หลายเดือนก่อน +3

    "HE'S BAAAACCCKKK" 🔥🔥🔥

  • @SabrinaRodrigues-e3e
    @SabrinaRodrigues-e3e หลายเดือนก่อน +1

    Hello, can we ask for a new tutorial explaining the entire process without skipping any steps. How do we make the actual corrective shape, and when do we plug the shape I to this process?

  • @hotsauce7124
    @hotsauce7124 4 หลายเดือนก่อน +1

    Do these shape keys export to UE5?

    • @ArtellBlender
      @ArtellBlender  4 หลายเดือนก่อน +2

      They do export to FBX or GLTF, yes. However, only the shape keys value (can be animated) are exported. Drivers are not exported, meaning if you don't export the animation, but rotate manually a bone in UE (by hand or by code), the corrective shape keys won't activate automatically like they do in Blender. Drivers needs to be re-coded in UE. Hope it makes sense!
      www.lucky3d.fr/auto-rig-pro/doc/ge_export_doc.html

    • @hotsauce7124
      @hotsauce7124 4 หลายเดือนก่อน

      @@ArtellBlender Thank you

  • @hotsauce7124
    @hotsauce7124 4 หลายเดือนก่อน +1

    This video seems like it is missing some set up steps. 1.How do you create the corrective shapes for the drivers?

    • @ArtellBlender
      @ArtellBlender  4 หลายเดือนก่อน

      This tutorial primarily explains the setup of corrective drivers for shape keys. Indeed, shape key creation is not explained here. It's pretty easy though, just add shape keys from the Shape Key menu, and move vertices around. There are tutorials like this one: th-cam.com/video/B11XBZmIIZc/w-d-xo.htmlsi=71xVQ6MAAa0jk6d6

    • @ArtellBlender
      @ArtellBlender  4 หลายเดือนก่อน

      And for corrective shape keys specifically, make sure to enable the "vertex" icon of the Armature modifier, in order to see the rig-deformed result when moving vertices

    • @hotsauce7124
      @hotsauce7124 หลายเดือนก่อน

      @@ArtellBlender Where is the "vertex" icon of the Armature modifier?" But in the Modifiers, Bind to "Vertex Groups" is on by default.

  • @hotsauce7124
    @hotsauce7124 4 หลายเดือนก่อน

    Is there a way to re-orient the finger axis for deformations? When you look at the FBX export, the X axis is correctly pointing the the child joint. However, the Z axis and the Y axis on the fingers are all different axis. It would help if the X axis, Y axis, and Z axis were all pointed in a consistent direction for UE5.

    • @ArtellBlender
      @ArtellBlender  4 หลายเดือนก่อน

      Please send a support message, I'll be happy to help! www.lucky3d.fr/auto-rig-pro/doc/bug_report.html