MecaFig Add-on for Blender
Helo started this discussion in Model Export and Render

Hello,

This thread is intended to provide support for the MecaFig add-on.

On this thread, I will post all the news about the add-on: updates, development of features, major changes, bug fixes... And you can also use it to ask your questions, report any bugs, suggest ideas...

Thanks.

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204 replies · Page 3 of 11

Yes. Citrine's MecaFace addon works (almost) fine with a MecaFig.

The only problem I could see concerns the parenting of the MecaFace to the head of the MecaFig. By default, it is parented directly to the head and not to the bone which controls the head as it should be for MecaFig. So when you move the head, the MecaFace does not follow it correctly.

Citrine should solve this problem for a next update. For the moment, you still can fix it by yourself by re-parenting the MecaFace to the appropriate bone of the MecaFig called "DEF_Head". (Edit: It works also with the Anchor bone "ANC_Head")

I could try to make a mini-tutorial if needed.

thanks Helo, that parenting to the bone I am familiar with... The same steps I needed to do to attach the helmet.
But in general I am having difficulties atm to actually apply the face to the head and see it in render mode. I have to „finish“ it and then the controls appear above the figure but parallel to the hair line... not infront... and no face visual at the head ...

It is a way to have a minifigure rigged with mecafig, but have mecabick advanced material?

Hi 7163D,

Not (yet) really possible, sorry. You could manually replace the MecaFig shader with the Mecabricks Advanced material but this would cause some bugs in the material mapping because the MecaFig parts need a UV mapping and not an Object mapping.

I am currently working on various issues concerning MecaFig. The performance of the Shader in the version 2.81 of Blender is part of it. I have already optimized part of the Shader. I am looking to further improve performance.

Thank for the quick answer.
Yes, i tried it but the result is very glitchy.

Not possible to "copy" part transformation due to bone to an other part, meshed with mecabrick advanced? (i need only rigid transformation)
I made some try, but i didn't achieve that.

No, but you can parent these other parts to the rig of the MecaFig. Use the bones with the prefix "FK_" plus the name of the part. I think this is the most simple solution to your problem. There are other solutions, but it would involve to make changes in the rig or in the mecabricks advanced material.

Ok thanks.

Hi Helo,

I have some questions about your plugin. Sry for my school english, try my best 😃

As far as I understood your Plugin uses an own shader. Is your shader similar like the Advanced Mecabricks shader in the quality output?

Further on can I connect the MB High Poly Model with your plugin? And as a last question is your rig customizable? E.g. I would like to work with the rigid rig but want to modify the constrains to the arms. The Arms should not only be moving up and down but left and right to create more complex poses.

Thats all, thank you very much for your efforts ... cheerz gt

Hi gt,

No problem, English is not my mother tongue either.

Yes, my plugin uses its own Shader. And, yes, I think I can tell that my Shader has a similar quality than the Mecabricks Advanced. You can have a good overview at this link, [url]https://youtu.be/LebV4YzRTCU[/url].
Note that if you use EEVEE, the Shader has some performance issues since the version 2.81 of Blender. I'm working on a new version more optimized.

No, you can't connect the MB High Poly Model with my plugin.

If you have good knowledge about rigging, yeah, of course, you can customize it! But if you just want to move the arms in Rigid Mode, there are already specific bones which allow to move them in any direction.

If you have other questions, do not hesitate.

Hi Halo! thx for that quick response. Holy cow, this video looks really impressive!

So if I understodd you correctly is shader connected to the Mecabrick Low Poly Model? In the video it looks like the model is high poly also.

Thank you very much man, cheerz gt

No, I modeled myself the parts of the MecaFig for the needs of the rig.

I forgot to mention it in my previous message but, if you use renderfarms for your renders, there is also an issue related to the rig. When the plugin is missing, some functions are missing leading to some bugs with the poses. I'm working on this issue too.

So, if you consider to acquire my plugin, keep this at mind or prefer to wait for the next release. 😉

HI Helo,

thats a good point concerning with a renderfarm. Luckely I can render by myself but in case a renderfarm is needed is it possible to render proper with the Mecabricks renderfarm?

Thank you very much and have a great day, cheerz gt

Hi gt,

No. Because the Mecabricks renderfarm is exclusively dedicated to the scenes created in the Workshop. And you can't add a MecaFig from the Workshop.

Avatar of Scrubs
Administrator

@Helo you can also render Blender files so it could work. However it is currently limited to still images.

Ho! You mean you plan to let us the possibility to send .blend files to your render farm for render images in the future (or is it already available) ? It would be very interesting... 😃

Avatar of Scrubs
Administrator

Already available 😉 there is a button in the render mode but it only works with credits.

Mouahahah... I should spend more time in the Render section of the workshop... 😅

Hi, new on the site here! I am probably going to buy this rig (Edit: Already have 😄 ), but I have a question. If I am using the mecabricks customizer and creating textures for different minifigure parts to create my own characters, how good is the compatability? In other words, how much effort would it take to take a character that I have made on mecabricks and use this rig with it? Is it simply a matter of taking the texture files I created and transferring/adding them to this rig one by one? It is for a personal project, so I'd love to know before purchasing. Thanks! 😄

Hi Ibprofen98,

I did not yet test with custom decorations imported in Mecabricks, but with official decorations, it works fine. You just have to import your MiniFig by clicking on the 'Add from File' button and select your .zmbx file with your MiniFig(s) inside.

Let me know if you have any problems with the import. I'm already working on some issues with the add-on. I could fix it for the next release.

Welcome on Mecabricks! 😉

Thanks for the welcome! I am seeing that I am having a problem importing my custom minifig, it is giving this exact error:

Traceback (most recent call last):
File "C:UsersibproAppDataRoamingBlender FoundationBlender2.80scriptsaddonsmecafigoperatorsmecafig.py", line 49, in execute
add_mecafig_from_file(self, context, filepath, i)
File "C:UsersibproAppDataRoamingBlender FoundationBlender2.80scriptsaddonsmecafigfunctionsmecafig.py", line 699, in add_mecafig_from_file
figs = extract_from_zmbx(self, context, filepath, file)
File "C:UsersibproAppDataRoamingBlender FoundationBlender2.80scriptsaddonsmecafigfunctionsmecafig.py", line 466, in extract_from_zmbx
dec_image = dec_images[dec['name']]
KeyError: 'joyce_shirt_1.png'

location: <unknown location>😶1

It is not loading the model at all, but it seems that this is a problem with the textures I created? What do you think?

I am curious, how does the export function work when it comes to textures? Are the textures packaged with the model in the export? Also, if the textures I used and uploaded do not have the same pixel amount (I made them higher res) will that mess things up do you think?

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