Show HN: I made a 3D pose maker for artists(setpose.com) |
Show HN: I made a 3D pose maker for artists(setpose.com) |
Or you can use Houdini's free version, it comes with a fully-rigged mannequin and a realistic proportioned human. You can't export them in free version but if you're a 2D artist you can just screenshot and use it as a reference.
Houdini has everything from full-body muscle simulation to writing a OpenCL image processing kernel there. All free if screenshot-as-export is acceptable in your use cases. If you need actual rendering it's $25/mo billed annually.
This website's pro plus subscription is $15/mo.
(Not saying there is no room for another tool. Just stating the alternatives.)
However I suspect none of these (at least for static posing) beat the usability of the solution this app is imitating: purchasing a portable, posable mannequin that’s built for purpose.
[1] https://www.clipstudio.net/en/characterart/#:~:text=Learn%20...
Blender also offers free rigged 3D base models that offer similar functionality too. Render a png of the 3D pose in 4k, and have fun in free Krita. ymmv with pen-pressure sensitivity features, as some devices are better than others. =3
That is the most important feature this would make me use this over the good old wooden puppet, which is small (10cm). I.e. it travels with me with my drawing utensils.
I guess I am asking: what exactly is the value proposition?
INVERSE kinematics derive joint angles from coordinates
it's useful when you have a chain of joints and a mug to grab with it
Having the abstract mannequin as a default may make people feel like they might as well just buy one of those wooden posing dolls (https://www.amazon.com/wooden-mannequin/s?k=wooden+mannequin).
If you're comfortable enough with 3D meshes to make use of the 3D export function in the paid subscription, you could just download a manekin into Blender and do all this for free.
But then companies figured out they could use it to force per-month payments down our throats.
Imagine a character walking with forward kinematics. Every time you move the characters hips , you’d have to rotate the leg joints and make sure the foot doesn’t slide. Remember virtual characters don’t have friction.
IK lets you lock the foot in a spot so you can animate the body above it without having to spend time matching the foot position.
In a real world, this is like if you tried to put your hand on a door handle while jumping up and down. It’s easier to keep position when you hold the handle than if you were to just touch it.
You need a proper motion controller on top to actually have realistic walking motion driven by steps.