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Blender 2.8 is finally out! There are some great new features, but most importantly it is now possible to use Blender with Archipack 2.1.0 for armature-driven rigging in realtime. Here's how you do it! Archipack for Blender was released around October of last year, and can be found on the Autodesk website here: http://www.autodesk.com/products/free-software/archipack-for-blender/. It has been updated many times since then with numerous enhancements and bugfixes, namely in the latest 2.2 release (Sept 2013). The Blender integration however has been stuck at version 2.0.2 for over 6 months, until today! The new update includes the following changes to Blender's Archipack support: - Added support for armature modifiers in realtime. This was the last major missing feature in the Blender integration; in this version you can use modifiers like rigify in realtime to build up your armature! As always, it is important that you keep your modifier stack small and avoid adding too many modifiers (a simple rig with 3 bones could easily fit into 32K limit) if you want to be able to render in realtime. - Added support for "3D falloff" modifiers. 3D falloff modifiers are used to apply different strength and/or duration to an attribute at different distances from the origin. An example would be a foot that gets smaller as it moves away from the body: the vertex count and weights used for this effect can be controlled by Blender artists using a simple falloff modifier setup. - Added support for bone, weight and morph orientations. Every time something changes in your model (a bone rotates, a weight is added, the mesh deforms...), Archipack needs to recalculate all of its attributes (skeleton structure, topology). Calculating the skeleton structure is fast, but calculating topology for large models is very slow. With orientations turned on, orientation calculations are skipped for each vertex every time the model changes, making it possible to work with large models with smooth realtime performance. - Added support for the "armature instantiation error" option in Blender. This option can be turned off globally, or turned on per bone/weight combination. When it is on, if you attempt to instantiate a bone that belongs to an armature that has already been instantiated by another modifier your system will throw an instantiation error and will not create another armature. This, coupled with the "enable topology calculation on bone change" option will greatly improve performance when working with instantiated bones. - Added support for Blender's "Instantiate from Vertex/Edge" modifier. When this modifier is active, you can choose a vertex or an edge in your mesh and Blender will add a new bone for that vertex or edge in the current armature. A simple way to add new bones to your taunt/highly-weighted models that have been otherwise stripped of their armature modifiers! - Added support for Blender's “IBM rigify” modifier from the rigging addons pack. cfa1e77820
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