![]() ![]() If you "transplant" bones from another model there is another step you have to do to merge the bones with the new model (I cover that Part 3 where I talk about "Skeleton Transplants" and how you have to "Bind" it with the new mesh). Exporting from Cheetah3D is easy, it's just "Save As" and select "fbx" in the dialog. So you can forget about trying to extract a model from a Coordinate format file and use it elsewhere.īut Coordinate has the same starting point as Pose Studio, you import an model (preferably FBX format with bones). And once you save it the only program that can open it and edit it is Coordinate and you can't even export the component parts or poses. Coordinate simply imports a FBX model and then you can add other models for different clothing, hair, accessories, and set poses and facial expressions - so a CSC file is NOT just a model, it's a collection of model and other data files. I haven't gone deep enough into it to know if you can set or edit the constraints or not. It has the facility to add the joints to a static model, and you can turn off the constraints, and import and register poses associated with that character model. I was more focused on Clip Studio Coordinate. I went with Cheetah3D because it was an affordable software that can work with FBX format models with joints and it's fairly easy to use. Does that make it better? I don't know about that, but I can't afford it (I only played with the trial version until it expired). I could see this being useful in a system of bringing low-poly copies of high-poly models into SketchUp without blowing up the file size, but I don't really do this often enough to struggle with it now.Maya is really complex and very, very expensive. into one file) suitable for simulating detail on a low-poly copy of that original model. The primary purpose of this utility is to create (from a high-poly model with multiple detailed maps) a normal-map (a single bitmap produced by combining textures, bumps, ambient occlusion, etc. ![]() In any case, xNormal is only designed to generate the can't apply them to the model, so I would have had to resort to some other programs anyway if it didn't crash. Results: the rather confusing xNormal manual (178 pages of technical jargon and slightly strange grammar!) calls what Tim is trying to do with baked-in shadows and textures "dark mapping." However, it didn't like any model I currently could throw at it to try it out.I kept getting out of RAM errors. It looks like xNormal could be used for rendering on its own, and it's free.Windows only.I'll download it and give it a shot this afternoon. I know these programs can bake bump maps and textures, but I'm not sure about shadows. Would it not be possible to do this with a normal-mapping utility, like xNormal? Export a textured and mapped 3DS from SU, bring it into xNormal, do the magic, and then re-export it to SU as a 3DS again? I found this program months ago, and I haven't had a chance or reason to try this, as no one requires animations of me. (I realise this won't work if the sun has to move in your animation) Is this amenable to the Ruby approach? The speed increase you get in rendering animations is phenomenal: that 46-sec video on YouTube rendered in around eight minutes - about 5-6 times faster than if you rendered it with OpenGL shadows.Īnd we'd get rid of the flickering shadow problem. What if SU could bake & wrap its own shadows & textures? The shadows would then simply exist as part of the surface's material definition. floor texture (low-res) & Balcony floor texture (high-res)).īut this got me thinking. Of course, It only works for flat surfaces when you re-import these maps into SU.you have to cut out the relevant portion from the baked texture map in an image editor, so you often don't end up with a particularly high res texture map (cf. ![]() Because it's UV mapped, it wraps itself perfectly back around the geometry. you then simply re-apply the unwrapped, baked texture in your material's Colour channel. The workflow in Cheetah is, choose your mesh, 'bake' its texture.you get a UV-unwrapped, rendered texture map of your surface with all shadows, caustics, etc on there. ![]() (The YouTube compression makes the shadow quality a little hard to see, but you get the point.) ![]()
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