Easy character animations for ManuelbastioniLAB & Makehuman.
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October 12, 2018 version 2.67 released
3D CG characters can execute a plethora of movements. They can stand on their tiptoes, hold items, make the V-sign, etc. We provide add-ons that follow the production of these character animations.
Main functions the add-ons provide
①Easy 1-click setup
②Dedicated UI generation
③Angle constraints of each joint
④Built-in IK (inverse kinematics)
⑤Complex finger configuration
⑥Automatic motion correction
⑦Built-in item switching function
Setup tutorial ～What is necessary to use Pastel Action～
preface Let’s check out the software and add-ons that we need.
Various software and add-ons are required to create a 3D character and control it.
Here, we’ll be explaining about what sort of software and add-ons are required.
Step 1 Let’s download Makehuman.
Makehuman is an external software that creates models of human bodies. It works for models of all sorts of humans from children to the elderly.
Here, I’ll be explaining what to do from downloading Makehuman to being able to use it.
Step ２ Let’s add ManuelBastioniLAB.
Manuelbastioni Lab is an add-on that you can add directly to Blender. Similar to Makehuman, it can be used to create human body models. The differences with Makehuman are;
1 As it is an add-on for Blender, there is no need to import/export models.
2 You can make anime character renderings.
Here, I’ll be explaining how to add Manuelbastioni Lab to Blender.
Step 3 Let’s add Makewalk.
Makewalk is a motion capture add-on for Blender that you can download together with Makehuman.
Blender includes a motion capture add-on in its original state.
However, Makewalk has great abilities such as allowing application to bones with different names.
Step ４ Let’s add add-on for model data migration.
Here, I’ll be explaining how to add Makewalk to Blender.
There are a number of formats to allow for transferring from Makehuman to Blender, and one of them is the ｍｈｘ２ format.
Makehuman Exchange is an add-on for Blender that allows you to import an ｍｈｘ２ format model made with Makehuman to Blender.
Here, I’ll be explaining how to add Makehuman Exchange to Blender.
Step 5 Let’s add Pastel Action.
Here, I’ll be explaining how to add Pastel Action to Blender.
This add-on supports 3D character movement and character animation.
Last Step Let’s activate Blender add-on and language setting.
Finally, I’ll be explaining how to activate all of these add-ons, in addition to how to change the language settings to allow for Pastel Action to fully work.
Operation method Tutorial
Introduction Let’s create human body model and set it up
This video is the introduction to tutorial control version. Here, I explain how to make human body model and how to set up human model with Pastel Action.
Let’s move arms and legs Preface Basic knowledge of IK and FK
In Pastel Action, we control arms and legs by switching 2 control methods called IK and FK. Here, I explain the difference of the two and basic pros and cons of both methods.
Let’s move arms and legs by using IK and FK
Here, in the former part, I explain how to verify the move of arms and legs and the operation of joint angle restriction function. In the latter part, I explain actual way to control arms and legs.
Let's try shrugging the shoulders
Here, I'll be explaining about how to have the shoulders shrug as often seen in daily life.
The below two terms will be used.
IR (Inherit Rotation) = When the shoulders are shrugged, the arms will rotate.
NIR (Non-Inherit Rotation) = The arms will not rotate even when the shoulders are shrugged.
Let’s move fingers
Here, I explain how to move fingers. There are 3 modes to move fingers.
① Control mode by each finger
② Control mode by each finger joint
③ Control mode by all the fingers together
Other than that, there is the “all fingers recovery” function to undo all the control on fingers.
Let’s change the direction of elbows and knees
In Pastel Action, there is no bone to control the direction of elbows and knees which do exist in widely used IK. Therefore, the way to control direction of elbows and knees is quite di
Here, I explain the control of direction of elbows and knees in Pastel Action while showing the difference with general IK.
Let’s move wrist/body/head
Here, I explain how to control wrist/body/head which are common in IK and FK.
It’s quite simple just to select bone and rotate.
Let's try moving the ankles
Here, I'll be explaining the different types of ankle movement, in addition to how to do the movement. The following are the three types of ankle movement. The brackets contain the modes in which they work.
①Ankle axis mode (works with both IK and FK) = This mode rotates the foot around the ankle.
②Toe axis mode (IK only) = This mode rotates the foot around the toes.
③Tiptoe mode (IK only) = With this mode, the foot will stand with toes, and end up on tiptoes. Standing on heels is also possible.
Let's use motion capture
Here, I'll be explaining how to apply BVH files, which are external motion data files, to the model, in addition to how to combine them with keyframe motion.
In the first section, I will explain up until applying BVH files to a model. It was not explained in this video, but the BVH files that I am using have been provided by the Carnegie Mellon University in the United States.
When creating BVH files yourself, I recommend that you use an armature of similar composition to that provided by Carnegie Mellon University.
In the second section, I will explain how to combine keyframe motion on a model on which the file's motion has been applied.
With pastel action, you can separate the adding of Euler rotation keys and Quaternion rotation keys for each bone in order to combine the motion.
Let's use multiple textures
Here, I will explain how to add a material or video texture, and then paste multiple textures on top of that.
In the first section, we will start with no material, and then add material and set a specialized node. After that, I will explain how to add a texture and have it reflected in the material.
In the middle section, I will explain how to add video textures, and the unique settings for video textures.
In the last section, we will use the feature for adding specialized keyframes for multiple textures and make a multiple texture animation.
Let's hold an item
In this section, we will allow the model to hold an item in its hand. Up to 20 items can be held in each hand, and each item will be able to be taken away.
Let's detect objects
Here, we will use the left object detection feature in order to allow the model to walk over blockages. Through this, it will become possible to walk up stairs and walk up a steep slope.
In this section, I will explain about the finger solid detection feature. In order to have the fingers touch a solid, it is necessary to manipulate each finger joint slightly.
Using the finger solid detection feature, the movement of the fingers will be automatically changed, and the fingers will move around the solid.
However, if the base of the finger is separated from the object, the fingers might sink into the object. In order to prevent this, it is necessary to change the way that the finger touches the solid, or not use the detection feature and move the fingers manually.
Fixed a bug concerning the mixture of BVH motion and manual motion.
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