I was trying to do full deform rig, but I have troubles with weight paints.
If someone’s better with them, feel free to edit!
Dogu15 attempt.fbx (145.8 KB)
I’m not sure if I will finish work on it, but I have provided a resource.
Hello, this is a thread about my Dogu15 rig, which is open sourced.
It will be used in my upcoming game for aesthetic and texturing reasons! You can see the example here.
It’s link will be at the bottom of the post.
Why is Dogu15 cooler?
Dogu15 rig fixes few flaws the original R15 1.0 had.
It’s meant to replicate R6’s smoothness and triangular bevels, which R15 for some reason doesn’t have.
Smoothness was accomplished with Blender’s Data Transfer.
I also made sure that textures are pixel precise.
It fixes the shirt / pants texturing problem which original had.
No more lower limb texture on the upper limbs!
It resembles the original R6 1.0 more!
There’s a skinned mesh attempt too!
What should I consider while using it?
- The legs bend more naturally, but at the cost of leg animations sometimes being displaced.
You might want to consider that while using crouch / squat animations that were originally for normal R15.
- Different sizes. They are 1:1 R6 proportions, while respecting the R15 texturing format.
- I haven’t tested compatibility with the other packages. You might want to tweak it.
- Accessories should work properly.
- I’m not sure how Rthro settings will affect it. Most likely knees will clip.
- It respects R15 proporions more.
- They use more triangles for arms and legs. Also that’s 6 more unique meshes.
- It scales better, because there’s no modelled knee joints!
- You might notice a small gap between hands / feet.
"Can I use it in my stuff?"
Yeah! Crediting me for Dogu15 rig would be welcome! You might want to also let me know.
I want to see what you can come up with!
"Can I modify it?"
Yes of course. It’s an open source model. Let me know if you did any improvements!