I was checking the joe alter site , because they were talking about a new lbrush for maya that was going beta … lbrush is a multi resolution sculpting like zbrush , integrated in max or maya … lbrush can support multi millions polygons meshes at multi resolution … so that’s impressive considering maya and max viewports ^^ now … lbrush is no zbrush when it comes to sculpting , and I don’t plan to switch any time … but … something caught my attention … I’ve been thinking for a while of a bridge to convert sculpting layers or something along those lines … linking morphs to a rig … like to moprh the face or shape muscles when they bulge at angles , modify wrinkles or veins … all that with a single click export … ( OK maybe not a single click , but as few as you can ) … and lbrush can do just that …
see for yourself
you can link the sculpture to the rig to morph the model according to the skeleton pose … sculpting that directly converts to animation …
so … could we make a bridge that either convert it directly into morph that can easily linked to a rig … or even a bridge to make it usable in lbrush ?
zbrush is still far ahead in term of pure sculpting , but having it tied to animation the way lbrush is would be mighty sweet … it would make my life complete and all
the way I it … you would simply assign a sculpt as a morph to a bone … and specify a movement range to the bone that would define how the morph applies … like … at this angle … the morph of the biceps bulge is at 100 %
I’m not a coder or anything … just wondering if such a tool could be done … it may revolutionize rigging and skinning …
( I’m a dreamer … )
