Skinify rig!

Hello everyone!

Let me introduce the latest script I made called Skinify rig.

This addon skins an armature/rig with a basic mesh & automatically rigs it.
The “Base mesh” is a capsule type & suitable also for quick sculpt fun.
Tested with Rigify & Import .bvh Animations.

Add-on will be officially released with latest version of Blender but so far I share the preview version which can be downloaded directly from:

https://developer.blender.org/T51036

Give me a sign is this fun for you to play with!

Best Regards!
Albert

2 Likes

This would be a good addition to the skin mesh modifier.

hi, this is just awesome, thanks so much, tested with rigify, it skins & rigs the fingers very nice!
Tested with bvh Importer & it skins the animation rig wonderfully.
Really a great feature set & so easy to use.
Thanks so much for building this.
some random thoughts:
way cool, awesome, great, superb, stupendous!
thanks so much, you sir did us all a big favor right there!

animation convert


old rig converted to skinify



Yeah,
so great results!

what formats are these??

I made a thread on blender test.

How about anyone who wants to show off there models made with skinify addon post on my thread in blender test forum.https://blenderartists.org/forum/showthread.php?418835-skinify-addon-dynotopo-sculpting-test

The good approach. Thanks

Hello!

updated version to 0.8
With new update comes nicer for sculpting shoulders mesh definition. Now it should work pretty well when sculpting torso.

https://developer.blender.org/T51036

Best Regards!
Albert

There is one problem with your addon.If i try to make fourleg creature it does this.




See the hole.

the mesh hole? Skin modifier is not stable but there’s a simple fix. Try to slightly adjust thickness and this will make mesh solid back again :slight_smile:

Best Regards!
Albert

You know what the hole does not appear if i have no bones for the spine.

Yes, even delicate change can make a difference. This is why even slightly thickness change can cap the hole.

You can also try fix it manually by deselecting skinify option - apply Modifiers and after that, manually scale skin node with CTRL+A in Edit Mode. This way you can observe how mesh topology changes during rescaling.

Best Regards!
Albert

That is okay i already made crude version of a centaur.The feet look all messed up though.
You see what is happening to the topology.




Looks like heel bones are interfere with the feet shape. Try to use the newest add-on version by the way :slight_smile:

I found out it is the rigify extra bone for the feet.That is causing the problem.So i deleted it and that fixed it.

If you don’t select the unwanted bone it also shouldn’t be drawn. Could you please tell what exact name of that bone is and what rig your character was based on? Thanks!

Best Regards!
Albert

hi, meet Skinify Guy:
some tests with the latest version.







Also tested with custom rigs.
Wiki page in progress here: https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Skinify
Enjoy.

The name of the rig is rigify which comes with blender.
metarig,hee.02.Land metarig,hee.02.L.

2.79 here. I made one Skinify mesh from default Rigify. Sent to ZBrush as character size/ finger position reference. Cool…