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ばけもの屋 -BAKEMONOYA- faceRig編

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ばけもの屋 -BAKEMONOYA- faceRig編 | bakemonoyafr.blogspot.com Reviews
<META>
DESCRIPTION
faceRig覚え書き
<META>
KEYWORDS
1 ばけもの屋  bakemonoya facerig編
2 facerig覚え書き
3 さっちゃんのガワとアニメ作りがひと段落したのでテクスチャを作っていたのですが
4 髪の毛用のnormal mapを作り
5 コレを適用した所
6 いきなり禿げ散らかしました
7 れいむを作った時
8 そして適用
9 おさまりました
10 謎が一つとけました
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ばけもの屋  bakemonoya facerig編,facerig覚え書き,さっちゃんのガワとアニメ作りがひと段落したのでテクスチャを作っていたのですが,髪の毛用のnormal mapを作り,コレを適用した所,いきなり禿げ散らかしました,れいむを作った時,そして適用,おさまりました,謎が一つとけました,でもまあ こんなややこしい事は,マニュアルにちゃんと書いときやがれください運子!,conjoh kohime,0 件のコメント,メールで送信,blogthis,twitter で共有する,texture
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ばけもの屋 -BAKEMONOYA- faceRig編 | bakemonoyafr.blogspot.com Reviews

https://bakemonoyafr.blogspot.com

faceRig覚え書き

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1

ばけもの屋 -BAKEMONOYA- faceRig編: ShouldersAndHands用アニメの留意点

http://bakemonoyafr.blogspot.com/2016/03/shouldersandhands.html

9675;ァック!! に書きましたがshift clickで腕を動かすとHand solo UDの0frameが再生されます. Sht hair シェーダー用specular texture blue channel. ばけもの屋 - BAKEMONOYA - SecondLife編. 12300;シンプル」テーマ. Powered by Blogger.

2

ばけもの屋 -BAKEMONOYA- faceRig編: 2月 2016

http://bakemonoyafr.blogspot.com/2016_02_01_archive.html

The red channel of the specular texture is not used, it should be set at 255 default value. 12300;スペキュラテクスチャのR channelは使わないから255にしとけ」. Used to set values for different materials,from 0 for hair and cloth,to 255 for other material types(metal,plastic,etc). Used to specify areas of object that remains unaffected by lighting resulting in a light emitting effect when placed in the shadow (glow in the dark effect), 0 for non emissive and 255 for full emissivity. Red channel: Not used, 255 default value.

3

ばけもの屋 -BAKEMONOYA- faceRig編: 愚痴る

http://bakemonoyafr.blogspot.com/2016/03/blog-post.html

これはモデリング、リギング、スキニング、アニメート、及びfaceRigの仕様に相当慣れている私の場合です. さて、計二週間。安く見積もって日当1万として14万。技術者としては破格です. フリーで技術投げ売りしてる同業者全滅しねえかな!すぐでいいよ!! Sht hair シェーダー用specular texture blue channel. ばけもの屋 - BAKEMONOYA - SecondLife編. 12300;シンプル」テーマ. Powered by Blogger.

4

ばけもの屋 -BAKEMONOYA- faceRig編: 1月 2016

http://bakemonoyafr.blogspot.com/2016_01_01_archive.html

うん、 ごっつ使い辛い! 例: Hair HairPhys Hair planeNormal だとHairPhysが揺れる. The Y axis of this third bone represents the normal of a collision plane, which can be used to restrict the physics bone movement. Beware that in some 3D applications Y and Z axis must be swapped from what Facerig is using. つまり揺れるボーンの可動域はオリジナルの角度から -60度ほどで、かつフラグ用ロケーターにより定められた範囲内に限る、と. SteamLibrary steamapps common FaceRig Mod VP PC CustomData Objects アバター名フォルダーの中に置く. 同フォルダー内にあるcc names avatarアバター名.cfgをテキストエディタで開き. 3normal "b1","b2","b3","b4".

5

ばけもの屋 -BAKEMONOYA- faceRig編: sht_hair シェーダーを使ってみる

http://bakemonoyafr.blogspot.com/2016/02/shthair.html

The red channel of the specular texture is not used, it should be set at 255 default value. 12300;スペキュラテクスチャのR channelは使わないから255にしとけ」. Used to set values for different materials,from 0 for hair and cloth,to 255 for other material types(metal,plastic,etc). Used to specify areas of object that remains unaffected by lighting resulting in a light emitting effect when placed in the shadow (glow in the dark effect), 0 for non emissive and 255 for full emissivity. Red channel: Not used, 255 default value.

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ばけもの屋 -BAKEMONOYA- faceRig編

Sht hair シェーダー用specular texture blue channel. つまりsht hair シェーダー用specularテクスチャーのblue channelは同じくhair シェーダー用のnormal mapを参照して透過を制御する、と. HandL solo LR: - The left hand moves left and right from the wrist at frames 0 and 30, while going. Through idle at frame 15. Idle at frame 15. HandL/R solo UD = idle at frame19. HandL solo LR = idle at frame 19. HandR solo LR i= dle at frame 13. HandL/R solo Twist = idle at frame 13. Shift clickの状態でHand solo UDの0フレームが再生されます. 私はもうめんどくさいので Hand solo UD側で. Alpha channel: Base...

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