Overview
Dust3D is a brand new 3D modeling software. It helps you create a 3D watertight model in seconds. Use it to speed up your character modeling in game making, 3D printing, and so on.
Calling for Posts
Please share your work done in Dust3D to our Forum and twitter by hashtag #Dust3D, the final 1.0 version is planned to release in 2019, your work may be picked as the featured cover of Dust3D 1.0 stable version show on the about window of software and the homepage of website.
Examples
Animation rig 3d instantrig max script. 22 February, 2018. InstantRig is modular auto rigging tool for 3DS Max users focused keyframe cartoon animations. It helps riggers to create flexible, animator friendly and production quality rigs in minutes. This is a place to show people your 3d models, whether it be 3d studio max, Blender, Maya, Zbrush, Rhino, Alias, any type of 3d models really. Links to different articles and videos about 3d modeling are highly encouraged, whether it be a great cgi film or an article on new rendering software.
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More Examples
External Links
- DUST3D–A NEW OPEN SOURCE 3D MODELLERgamefromscratch.com
- Dust3D - простая система 3D моделирования для игрlinux.org.ru
- Бета-выпуск Dust3D, нового открытого пакета для создания 3D-моделейopennet.ru
- Dust3D - ユニークなモデリングフローが印象的な無料の3Dモデリングソフト!Win&Mac&Linux!オープンソース!3dnchu.com
External Media
Contributing
Any contributions are welcome, including fix bug, correct typo, test functionality, propose new features, make post to introduce and let more people know Dust3D. If you have done any of these, and cannot find your name in CONTRIBUTORS, please feel free to make a pull request to add your name, or email me.If you have done programming code changes, including the example code listed in the docs folder, please don’t forget to add your name to AUTHORS in your pull request.
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License
Dust3D software binaries and source code use MIT License, which means you can use it freely no matter for personal or for commercial purpose.
3d Auto Rigging Software Online
Acknowledgements
In computer graphics, when a modeler finishes building a character, it's a static 3D mesh, almost like a marble sculpture. (And if you've ever tried posing and animating a marble sculpture, you probably know that it's darn near impossible).
Before a 3D character model can be handed over to the team of animators, it must be bound to a system of joints and control handles so that the animators can pose the model. This process is typically completed by artists known as character technical directors (TDs) or riggers.
Character TDs work closely with animators to make sure any specific technical issues are accounted for, but their primary duty is to take a static 3D mesh and make it ready for animation — a process called rigging.
Rigging
A character rig is essentially a digital skeleton bound to the 3D mesh. Like a real skeleton, a rig is made up of joints and bones, each of which acts as a 'handle' that animators can use to bend the character into the desired pose.
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A character rig can range from simple and elegant to staggeringly complex. A basic setup for simple posing can be built in a few hours, while a fully articulated rig for a feature film might require days or weeks before the character is ready for Pixar-level animation.
Placing the Skeleton
Placement of a skeleton is perhaps the easiest part of the rigging process. For the most part, joints should be placed exactly where they would be in a real-world skeleton, with one or two exceptions.
- Joint Hierarchy: In order for a rig to work properly, the bones and joints must follow a logical hierarchy. When setting up a character's skeleton, the first joint you place is called the root joint. Every subsequent joint will be connected to the root either directly, or indirectly through another joint.
- Forward Kinematics: Forward kinematics (FK) is one of two basic ways to calculate the joint movement of a fully rigged character. When using FK rigging, any given joint can only affect parts of the skeleton that fall below it on the joint hierarchy.
- For example, rotating a character's shoulder changes the position of the elbow, wrist, and hand. When animating with forward kinematics, the artist typically needs to set the rotation and position of each joint individually—to achieve the desired pose the animator would work through the joint hierarchy sequentially: root → spine → shoulder → elbow → etc. The final position of a terminating joint (like a knuckle) is calculated as a function of the joint angles of every joint above it in the hierarchy.
Inverse Kinematics
IK rigging is the reverse process from forward kinematics and is often used as an efficient solution for rigging a character's arms and legs. With an IK rig, the terminating joint is directly placed by the animator, while the joints above it on the hierarchy are automatically interpolated by the software.
IK is most appropriate when the animation calls for a terminating joint to be placed very precisely; a character climbing a ladder is a good example. Because the character's hands and feet can be placed directly on the ladder's rungs rather than the animator having to adjust their position joint-by-joint, an IK rig would make the animation process far more efficient. One drawback is that because IK animation uses software interpolation, there's often quite a bit of cleanup work that must be done in order to finalize the shot.
Degrees of Freedom/Constraints
When rigging, keep in mind that joints like the elbows and knees are limited to a single degree of freedom in the real world, meaning they can only bend along one axis. Likewise, a human neck cannot rotate a full 360 degrees. To help prevent unrealistic animation, it's a good idea to set up joint constraints when you're building your rig. We'll address this further in a tutorial.
Squash and Stretch
![Software Software](/uploads/1/3/4/3/134341043/923701198.jpg)
Free Auto Rigging 3d Software
Another consideration that must be made is whether the rig will support squash and stretch, or whether the character will be constrained to realistic motion. Squash and stretch is an important principle in exaggerated cartoon animation but typically doesn't look right in realistic film/VFX work. If you want your rig to maintain realistic proportions, it's important to set a constraint to lock the position of each joint in relation to the rest of the rig.
Facial Rigging
3d Character Rigging Software
A character's facial rig is usually altogether separate from the main motion controls. It's inefficient and incredibly difficult to create a satisfactory facial rig using a traditional joint/bone structure, so morph targets (or blend shapes) are usually seen as a more effective solution. Facial rigging is a topic in and of itself, so be on the lookout for an article exploring the subject in depth.