[RELEASED] Puppet3D - a professional rigging toolset for Unity.

Wow! Is looking really good! @jamieniman can you share the road map for the next updates?

Please contact me at puppet3dunity@gmail.com

I have a trello page. You can see what im currently looking into at the moment
https://trello.com/b/QTIdroyP/puppet3d

I have a character in 3dsmax with a biped inside with correct bone positions and rotations.
Also the biped has some motion capture data applied.
But I fail to get a nice skin-setup in 3dsmax.

Could I export this character with its animated biped without any skin and do the skinning with your tool in Unity?
And will the motion capture animation still work?

Yes, id recommend making it a unity hunanoid and then you can add a modrig to it in a single click. Then you can bind anything to those bones. That way you can have an instant rig whilst also make use of the mocap anim.

See here about modrigs:

https://www.youtube.com/watch?v=YgM8_weuKeM

Also u can add bone components to any gameobject and then skin any mesh to it.
See here how to skin:

https://www.youtube.com/watch?v=oSdh7-Mwjt4

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Would it be possible to use the tool for weight painting clothing to custom avatars? I’ve got existing models for male/female avatars with their own skeleton in .fbx format, I would like to be able to take a separate clothing model and autorig to one of those models, and then to be able to hand-paint the weighting in selected spots (stuff like jacket collars and dresses never quite get the right results with auto-riggers). This tool looks great, and kudos for having a bunch of great looking tutorials, but everything I’ve seen so far looks like it’s just rigging the characters/avatars themselves, and not separate clothing models.

You can skin anything you like to whatever bones you make (any gameobject can be a bone if it has a Puppet3D bone component added)

When you skin the clothing model to the bones using Puppet3D you can paint the weights or manually set them. See this video for the paint weights tool:

https://www.youtube.com/watch?v=9kRXSEhx_wk

I’ve picked up the asset, and am trying to get started. The problem I think I am having is that the skeleton is in a separate avatar file, the clothing item is a separate model that does not have a skeleton inside it.

I am able to turn the custom avatar into a mod rig…
3434187--271465--Screen Shot 2018-03-21 at 9.05.01 PM.png

But when I add the model (pirate pegleg and boot, seen from behind in the pic below)and attempt to rig and weight it I’m getting nowhere. At no point have I been able to paint weights. I’ve tried selecting elements individually, and together, with no luck. The closest I get is something like this, but I’m unable to actually change anything.


If you could please post some instructions on how to rig and weight paint a clothing model (that doesn’t contain any bones/skeleton) to a model that is a separate object that has a skeleton, I’d appreciate it. The docs appear to be well written, but completely ignore this kind of use (everything is geared towards rigging a character model).

It is probably worth noting that I’m running Unity 2017.2.2f1 on a Mac. My clothing model also has 2 materials on it - the Puppet3D process appears to trip up on multiple materials, it only swaps to the puppet3d/vertcolor shader on material 1, and at times it causes the model to change to a single material model.

I see an Asset of the Year award winner thing here!

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Currently Puppet3D works with a mesh with a single material. (I’m working on implementing submeshes for the next release). In the meantime you’ll need to split the model up per material and skin each piece individually to the bones.

Essentially the process for new cloth models is you select the bones and the cloth model and click “Bind Smooth Skin”. As long as as the model has a single material you should be able to paint the weights on it.

In this tutorial I show how to bind the character to the bones, this is the same procedure you would do with cloth models.

https://www.youtube.com/watch?v=oSdh7-Mwjt4

Here’s me doing it with a tree:

https://www.youtube.com/watch?v=Q6XUlMDPsaM

Hi,

This is amazing and I am really considering buying your asset but I would like to know if I could re-target not-humanoid characters and generic animations?

This seems to be very useful tool. I wanted to buy a special Auto-rig tool for Blender. This could be better alternative.

There is a movie and re-targeting of a tiger in order to use original generic animations but with 3Dsmax:

Can I transfer bones from one object (a tiger) into another object (a cat) preserving animations of the first object (tiger)?

I wanted to buy the UMotion asset but the author of this asset said:
“Re-targeting of generic characters is not supported by UMotion.”

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I think whats going on here is he is essentially “manually retargeting” the tiger by skinning it to the same bones (rotated to match the new tiger pose) and then making a corrective animation on an additive animation layer to offset the bones back.

There’s one feature I’m currently working on which should make this whole process possible and thats my (collada file) export. This will allow you custom skinned meshes to behave the same as any imported character from an external program. Then you’ll be able to use things like the layer masks and root motion stuff as well.

I seem to be having some scaling issues ^^ Is there a way to fix it other than having to scale up my model?

Select all the bones and change the bone radius on the bone component.

All controls and bone handles can be resized on their component

Oh yeah found them :slight_smile: tnx

Okay, good to know about the single material limitation. I’ll try and get started with another piece then, and can probably sort that one out later by turning the two materials into an atlas and then remaking my LOD models.

I’d be very interested in multiple material support, because sometimes the different materials use different shaders.

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That said… what you’re suggesting still does not work.

I start with a new scene. I had previously followed steps for a mod rig on a copy of my avatar, but none of that info appears to have been preserved, so I once again go through the steps. Configure it and save, then back in the empty scene I drag it in and click the mod rig button on the Auto Rig tab.

Next, I drag in my model, which uses a single material.

Over in the skinning tab, I select the model and choose Bind Smooth Skin… nothing happens.
3434834--271553--Screen Shot 2018-03-22 at 9.03.18 AM.png

I tried selecting the avatar/character model and the separate clothing item and trying again… nothing. I even tried drilling down and selecting the skeleton hierarchy and the jacket… nothing.

On a lark, I tried selecting not just the root of the skeleton, but shift-selected all the skeleton bits in the hierarchy and then ⌘-selected the model and clicked Bind Smooth Skin… and that started doing something (since the tutorials you linked are for other things and awfully short, they don’t actually mention or show that). However, the process has been running for several minutes and appears to have hung up on ‘copying Voxels to mesh’
3434834--271554--Screen Shot 2018-03-22 at 9.12.48 AM.png

There is no option to cancel, and my Unity editor is essentially locked up. I gave it a few more minutes just in case the process isn’t broken, just incredibly inefficient and slow. More than 5 minutes in (on a 12-core Xeon machine), it eventually finished (wow… can this process be sped up via multi-threading or using the GPU?). What I got wasn’t the multi-colored voxels of the tutorial you linked, but this…
3434834--271555--Screen Shot 2018-03-22 at 9.16.50 AM.png

…continued…

That’s pretty useless for the purposes of seeing how it’s weighted. Selecting just the model and zooming in closer, it does become a different view…

That is different all right, but not really useful. Selecting a bone to paint weights, I get the round brush tool… but painting does not do anything. Unlike your demo for other content, the bones are all defaulted to a white color for me, but painting anywhere on the model does not make any changes whatsoever.

Unticking the voxels, I am able to see the vertex colors on the piece…
3434854--271557--Screen Shot 2018-03-22 at 9.27.20 AM.png

To me, this appears to have completely failed to rig anything - whatever it’s rigging to is a solid bone. I’ve tried selecting every different bone in the existing rig and in the JNT, Ctrl_GRP, and additional skeleton as well as the model’s original skeleton. Nothing works.

When I’ve asked for instructions on using this with clothing models, I’ve gotten assurances that it works but then pointed to instructions for other types of projects. So I can’t really say for certain whether this asset just doesn’t work or whether there’s some step in the process that I’m missing because what you’re pointing me at doesn’t cover what I’m trying to do.

I am not rigging a game character, I am not making a custom skeleton for a standalone model. I have an existing game character with skeleton and rigging for that character (it’s an avatar for the virtual world), and I have a piece of clothing that I want to rig to that pre-existing game character with skeleton. Please help, I need some instructions on how to make that work.

Uhm ok, i was working for about 2-3 hours and everything was fine and working until i went and made a build… Every Skin detached from the bones O_o it happens every time i make a build so it’s consistent.

Oh wow, thats not good. What version of Unity are you using? So I can try to reproduce. Also what platform are you building to?