I invented a new Auto-Skinning method: classic voxel skinning, but the voxel resolution ramps up wherever it's needed on tight zones like fingers, joints, etc.
I called it Adaptive Auto Skinning. Only in Blender for now. Great feedback so far, really happy with how it's turning out!
Happy to chat about it if anyone's curious!
#b3d #gamedev #rigging #computergraphics
One click. Full character skinned. Fingers and tight zones included.
That's Adaptive Auto Skinning, my Blender add-on. Other classical voxel methods run a fixed grid, this one refines itself in tight zones automatically.
Biggest update yet just shipped: cleaner finger separation, better accuracy on mixed voxel sizes, smooth falloff param, new UI, faster.
Links bellow 👇
#b3d
@andii_cgi Hi, you can get it here:
Gumroad: https://t.co/jTbj4rykSD…
Superhive: https://t.co/mNuXGECQPe…
Test it and you have 30 days to get your money back if you don’t like it ✌️
Different scope: UniRig rigs, we don't, we only skin. Surface-based (geodesic) skinning like theirs actually holds up fine on fingers, but it struggles on complex multi-mesh characters. We're built on volumetric skinning, which was invented precisely to fix those geodesic artifacts.
Automating it in a headless Blender step is doable, but it wouldn't buy you much behind UniRig. As far as I know their rigs stay fairly simple, and that's exactly the case where surface-based skinning already does the job.
Get it here:
Gumroad: https://t.co/tRRAnpt8Th
Superhive: https://t.co/2QaKZQxprp
One time, free updates, and 30 days to get your money back if it doesn't replace your current workflow.
Still pushing automatic skinning on complex characters.
Quick reminder of what Adaptive Auto Skinning does: voxel heat diffusion on GPU, but the grid isn't uniform. Resolution ramps up exactly where the geometry gets tight (fingers, armpits, hair) so tiny parts a fixed grid would merge together get skinned properly.
This one was bound in one pass, no weight painting. Still some bleeding I must fix, it gets better every single week.
Blender addon, link in replies 👇
#b3d #gamedev #rigging #computergraphics
Honestly I'm more a coder than an artist, I haven't skinned by hand in years. I was using Mixamo or Voxel Heat Diffuse before, but I wanted to do better.
You bind, then you adjust the weights that need it. I think it’s less work than doing it bone by bone. If you ever want to give it a try and it doesn't fit your workflow, you can just ask for a refund.
Also feel free to ask more questions or send me models so I can run the method on them for testing ✌️
New version of Adaptive Auto Skinning is out.
Quick recap: it's classic voxel skinning on GPU, and the resolution ramps up wherever it's needed on tight zones like fingers, armpits, paws. So you don't have to weight paint the hard parts by hand.
What's new in the video 👇
Still Blender only. Happy to answer questions!
#b3d #gamedev #rigging #computergraphics
Adaptive Auto Skinning uses GPU-driven voxel grids that scale resolution automatically around tight joints, eliminating manual weight painting in Blender.
New version of Adaptive Auto Skinning is out.
Quick recap: it's classic voxel skinning on GPU, and the resolution ramps up wherever it's needed on tight zones like fingers, armpits, paws. So you don't have to weight paint the hard parts by hand.
What's new in the video 👇
Still Blender only. Happy to answer questions!
#b3d #gamedev #rigging #computergraphics
@LDrewcifer It has been designed to handle long hair. But I expect some weights bleed as I need to improve voxelisation on these kind of zones. If you have a model with long hair I’ll be happy to share the result with you
@CharmanDrigo I haven't focused on that yet. The diffusion does work on the whole face, but I've never evaluated it properly. If you want send me a model and I'll show you the result.