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What is Skeleposer?
Briefly, it's like Shape Editor in Maya, but works with transforms and joints. It can be used in customization systems and facial rigs.
It's especially good for game engines. It can be adapted to any engine, now Unity and Unreal Engine are supported.
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Youtube: https://www.youtube.com/watch?v=yBulcW3-WS4
Skeleposer supports a lot of cool features that make the working process nice:
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UI is very similar to Shape Editor.
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Duplicate, mirror and flip poses.
You make a facial rig on the left side, then just duplicate and flip to mirror the rig to the right side. -
Corrective poses.
You see some poses are combined ugly? No problem, make a corrective pose just like you do it in Shape Editor! -
Inbetween poses.
It can be used to activate poses in the middle of another pose activation. -
Drivers.
There is a unified interface for control connections to poses. -
Directories and hierarchies.
You can duplicate, mirror and flip whole folders with poses. -
Two blend modes for poses, additive and replace.
Additive is a default mode. Replace mode can be used to replace previous transformations.
For example, such a situation occurs when you want to close wings from any position. -
Split poses tool.
Start from a complex pose, then subdivide it to get smaller chunk poses which can be combined together.
Any time you change the base complex pose, just one-click to update smaller chunk poses!
The cool thing here is that it supports blend shape splitting as well! Just name a target as your pose!
More info -
Layering.
You can select any joint and add its hierarchy to Skeleposer as a layer.
In this case new hierarchy will be created with the Skeleposer attached to it.
It's very cool thing to add some additional control over existed rigs.
More info -
Very fast for complex facial rigs.
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Final rig is very simple.
Actually there is a single node called skeleposer that does the job. It keeps all the poses with each one is very lightweight.
Actually the whole facial rig can be just as simple as a sequence of poses.
Skeleposer can be transferred on another characters as the topology doesn't matter and initial bones positions can easily be adjusted without breaking the system.