Why Is Nobody Talking About This 3D Software?

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sometimes when creating animated characters there is always that stage where you keep going back and forth trying to correct and hone every single aspect of that animation for example if it is a human character you might want to add more wrinkles to the clothes or to the skin but you don't have to go back to resculpt everything or simulate details again and over again well today's tool is created specifically to save you time by offering you a practical approach to 3D sculpting on animated meshes M 3D allows you to transfer facial animations adjust sets of blend shapes and work with alumic caches and fbx sceletal animations thus simplifying character deformation and eliminating the need for complex Rigs of course this also saves you a ton of time and headaches in the process so much 3D formerly known as shot sculpt is going to be perfect to include in any 3D animation pipeline I think it makes life much easier by allowing you to sculp creative shapes on the lumic caches or add cloth or jigle deformation and if you are like me you might think it is too complicated but trust me this app just works it backs some really powerful features like the ability to generate machine learning training data for unreal and unity ml deformers as you know ml deformer for enre uses thousands of frames to train your character and the quality of those poses will reflect the quality of the training and much 3D allows you to import the full animation with thousands of frames and enhances or sculpts even extreme poses like arms up or hands closed Etc and blend all of it into the animation then you can export the result to Unreal to improve the cash for the training which will allow you to achieve triple I quality for games and VFX projects the workflow go go something like this you have an animation and you want to correct or add some deformation you imported too much 3D and just paint where you want to sculpt your details add wrinkles relax add Jiggles or maybe add or fix deorations and like magic everything is going to be applied across the whole animation but we'll get to that shortly to download much 3D had to my 3d.com and download the free version for both windows and Linux the software is not installed you just unzip the file and fire up the software from there and compared to the off version there are some UI changes but all the previous tools and features are here with the addition of some panels like assess browser and this geograph editor the UI is divided into four main sections the viewport and the timeline on the left the not graph editor in the middle and the attribute editor on the right the attribute editor panel is like a properties tab with multiple M tabs where you will be able to adjust your camera settings like field of view clip in distance image resolution and so on display settings include normals wireframe displacement gamma and contrast additionally there is a tool setting section which allows you to control features such as cloning mode and iteration of your brushes along with settings for spring force and symmetry the Miss subdivision tab is for reversing cut mod clar subdivision and accessing the lower level of your mash and finally at the very bottom you will find the node attribute settings this tab will house all the settings available for any selected node in the node graph editor so you will highlight the sculpt node and you will get this layer editor however if you select for example wrinkle node you will get these wrinkle settings and the last thing about the UI is that I think it would benefit the software a lot if there were more documentation and more info about the popups but I'm just nitpicking at this point to import your animation go to the not graph editor and hit tab you should see a small menu with all the available nodes then pick import alic this allows you to import your alic cach but to do so you have to look enter the note attribute in the attribute editor tab you can see the file path field click the three dots and navigate to your file and hit open if you can't see anything in the viewport you don't have to worry because everything is working as intended all you need to do is Hook the import Lambic node to the mes draw node to make your mesh visible it works like the viewer node in blender so hit tab again pick the mass draw from the list and connect the output of the input node to the input of the mes draw you should see your information in the viewboard tab if not just hit after focus on your mesh now I think it is a good time to talk about navigations and some hotkeys for nav navigation you're going to use alt and the combination of left right and the middle Mouse to rotate zoom and Pen respectively similar to navigation found in Maya or Max to control the brush side you can use the middle Mouse button and move right and left and to control the strength use the shift metal Mouse to adjust the strength slider under the viewport you can see the timeline and you can pick the appropriate frame rate for your animation from this field right here also from the timeline you can see all your key frames as well as key frames that you added manually a hot key that I couldn't figure out myself no matter how much I tried so I had to look it up and it was shift plus left click which adds a key frame to your timeline on a side note you can adjust the key frames by using the right click and now that you are familiar with the UI let's see how you can add details and deformation to your animation depending on the Node you selected different brushes will be available on the viewport to add details create a new layer under the sculpt layer Tab and pick one of the brushes available on the S shelf you will find all the sculpting brushes that you are familiar with in blender or Cinema 4D like clay move clone inflate crease erase wrinkles weight and mask and of course it goes without saying that the mesh needs to have more geometry to be sculpted otherwise you're not going to be able to add those details One Note in particular that I think is the most powerful here is the wrinkle node you can SC wrinkles and key frame them manually but the wrinkle node allows you to Define spots where you want to introduce wrinkles to the character's clothes or skin so you can put the node in the middle highlight it and pick the brush in the viewport now you can paint a mask where you think the deformation should be and you can control the effect and the node attribute settings finally to export your cache you can use the export Olympic node the only Olympic format supported is oawa so unfortunately the Legacy SDF 5 format is not supported the cach will display the geometry and all the other objects inside the cach will be preserved like curves and Joints but only mesh will be displayed however everything else will be sustained during the export process of course there are a ton of other features that we didn't touch on like facial animation trans transfer Auto bending multi-level sculpting and much more I recommend you visit much 3D YouTube channel where you will find a ton of other videos breaking down all the available features in conclusion I think M 3D is going to be perfect for game developers animators and VFX artists simply because it offers a very simple workflow which is able to enhance your animation pipeline so guys if you are interested in much 3D you will find find all the necessary links in the description I hope you found this video useful and informative if you did let's give it a thumbs up you can also check some of our previous videos thank you very much for watching and I will see you in the next one he
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Channel: InspirationTuts
Views: 11,993
Rating: undefined out of 5
Keywords: MUSH3D, 3D animation, character deformation, sculpting tool, corrective shapes, facial animation transfer, blend shapes, Alembic caches, FBX skeletal animations, animation pipeline, cloth deformation, jiggle deformation, machine learning deformers, Unreal Engine, Unity, game development, VFX, sculpting brushes, wrinkles, keyframing, mesh subdivision, NodeGraph Editor, attribute editor, UI design, keyframes, Ogawa format, video tutorials., blender
Id: rgzy_tH9ELY
Channel Id: undefined
Length: 8min 46sec (526 seconds)
Published: Mon Mar 18 2024
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