Rigged human model for use as reference

I'm referring to something like gravity sketch's mannequin feature, where you can insert a model of a man or a man and can manipulate it into whatever position you want and use it a reference to draw on it. I apologize if this is too complicated to implement in Open Brush. (Attched is a video showing the feature in gravity sketch)
3 Replies
AncientWorlds
AncientWorlds2w ago
That's a pretty big project. I've made figures that are grouped by body section, and you can animate them, but rigging is a bit of a different animal. I think for now the easiest way is to export your figure and rig it in Mixamo, then bring it back in as a model.
You wan to make the figure in a t-pose and there's going to be some limitations to brushes.
Alternately use the animation feature and work it through the poses adjusting as you go. If you're good with blender you can animate there as well.
There were a couple of animation oriented programs that did rigging fairly well in VR, but those were entire projects and pipelines. There's a lot to it
somnia_surfer
somnia_surferOP2w ago
Thanks for the clarification! Animation is not my use case for this but now that you mention it it sounds interesting what I'm doing currently is using this feature in gravity sketch to get a human model in a position that I want and then export that and import it in Open brush and paint over it, it's totally doable but I thought it was worth a shot to ask for this feature to be built in open brush to cut the middle man, it would've been a quality of life addition, definitely not necessary. Using the guide shapes in Open brush to build a mannequin is a good alternative as well so it's alright! Thanks for the quick reply.
AncientWorlds
AncientWorlds2w ago
I didn't use the guide shapes, they seem to be a bit tricky to work with last I checked may have improved. I typically make figures in T-pose using the mirror tool, setting the groups up for the major body areas. I can then just import it in and build the figure based on that without having to redo the underlying work. If you're on PC it can handle more. I usually use something like the muscle brush (I need to make a brush like that which blunts the points eventually) another way, if you want cone primitives is to use the sphere and straight edge tool to make disks you can then join them and make a nice cone. Build a few of these and some spheres and an oval and you've got pretty much everything you need. Wedges are similar but you'll want to join planes instead. Using solids is a bit heavier, especeially if you want them transparent, but is easier to use like a mannequin.
Note: if you want to export to mixamo it's a bit tricky because they use fbx or obj only (fbx is better).
You'll also want to export it as a single object rather than a bunch of loose primitives, if I remember correctly. Might have to use blender or something to handle the intermediary step.
Can't recall the details from the top of my head, worked through quite a few different pipelines but that needs to be organized coherently. I've got documentation on it which I will eventually pull together, but need to stay on my current thing until its done so I don't lose focus. Will probably be on hold until I get back to that part of things I probably discussed it here at some point.
You might want to try and search marmoset, modeler, shapelab or arkio since they aren't discussed a lot here but were part of the tests I was running not sure how much I posted here but might find something useful
Want results from more Discord servers?
Add your server