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.
Hi dre_pkp!
Since the 2.81 version of Blender several users and myself have had some performance issues with the Shader of MecaFig. This is due to the complexity of the Shader which is not really suitable for real-time and some changes in EEVEE which affects the performances especially with the Bump. I think you are experimenting the same issue.
I optimized the Shader for the next version. Regarding the configuration of the computer, it should be better but it remains too complex for real-time.
Cool, thanks @helo. Another question about the material maps. Didn't find this in the manual.
How can I make the look of the transparent-yet-shiny area around a sticker? On a real LEGO, stickers can be a transparent plastic with the colors printed on them. So on the LEGO you can see the color, of course, but also the shiny part just around the sticker where no color has been printed.
I saw Scrubs has a post somewhere to use the "Data" map and put in blue #0000ff where the sticker should be. I'm not sure if that's right for your shaders too, and I tried a data map with some blue shapes on it on a MecaFig and that didn't work.
What colors should go into the Data map?
Thanks
You can't on the actual version.
Because the LEGO Minifigs have only prints on their parts and not stickers, I developed the Shader of MecaFig to display the decorations as printed only and not like stickers.
But I already started to modify the Shader for the next version to deal with accessories so you'll can display your decorations as stickers if you want.
And, yes, you'll need to use the Blue channel of the Data Map for the shape of your sticker.
Hey @helo. Thanks for all the answers so far. I'm definitely enjoying the Mecafig plug in.
One thing I noticed is that my custom texture maps "break" when used from different machines. When I add the maps on one machine they work fine, of course. Then I load the same blend file on another machine via a network share and the textures are all pink. I can fix them there by re-adding them (and here the network path is different of course) and they work again. But then when I go back to the machine where the actual files are on and open the blend file, they're pink again. (I do this because I have a faster computer in the closet to do renders but I model on my relatively slow laptop.)
It's like the plug-in isn't handling the relative file paths properly. The Mecabricks Advanced Shader seems to handle everything fine in this same scenario.
When a texture is pink and I try to view it in Blender, it does give an error message. Blender oddly doesn't let me copy/paste it, so let me know if a screenshot will help.
Hi dre_pkp,
By default, the paths for the maps should be relative. However, if you move your .blend file without the folder which contains all your maps, it would result in breaking all the paths. You can quickly re-assign all the paths by using the "Find Missing Files" feature in Blender available in "File > External Data".
In the Mecabricks add-ons, all the images are packed into the .blend file. That's why there are no longer issues with paths.
Hello, I'm new to this and recently got Mecafig which works great but just wondering is there a way to have it work with the different style legs and/or with extra arms or no. I also like to know why hair or head dress piece don't come through, not that I have problem do that manually.
Hi Dgards,
No, not really. I built the rig of MecaFig for standard Minifigs only. Regarding the type of leg or arm you would like to use, it could be possible but it would surely involve to make some changes in the rig. This is a feature that I could think about.
That's because accessories are not yet supported by the Importer. But I'm already working on it. It will be supported soon.
Ok thanks, apart from that this add on is great really helps me.
Hi, Helo! Thanks for the plugin, it's really awesome!
Looking forward to the accessories update!
Btw, any plans to support Friends type minifigure?
Thanks again!
Hi, feureau!
Thank you! Glad to know you're happy with!
Yeah! It's been a long time I didn't give some news about MecaFig. Not really the time to work on it these past months. But still working on it! There will be other updates for sure. I just don't know when.
No, currently any plans for Friends type minifigure, sorry.
Thanks!
Can I export this rig to ue4? Or this rig does not support this software?
nope. MecaFig and Mecaface both are made for only blender. As they both heavily use features that are only in blender. such as lattices. or some types of modifiers and more.
Thanks again Helo!
Looking forward to the accessories upgrade!
Hopefully the Friends type minifigs would be supported next! 😄 Pretty much all the Disney princesses are of those types!
Hi, Helo!
Quick question. So, I'm trying to link a blend file containing a completed mecarig minifig (with mecaface) and I've managed to get it to show up on a second .blend file that I linked it to, but I can't seem to make proxy. When I go F3 > Make Proxy, It showed a menu with a lot of things to pick as proxy, I tried a bunch of them but it doesn't seem to work at all.
Can you post a quick guide on how to link a rig, please?
Thank you
EDIT: sorry for double post.
Hi, feureau!
Once your MecaFig linked to your scene, you just have to select the Armature of the MecaFig then go to 'Object > Relations > Make Proxy' and it should create a proxy of the Rig.
If it doesn't work, do not hesitate to send me a PM. We'll find the solution.
Hi @Helo! Thanks for the instructions.
When I use Make Proxy, it comes up like this: https://i.imgur.com/sTxs3oH.jpg
And I tried a lot of those options but I couldn't get a complete proxied rig that I could switch to Pose Mode.
Which one should I pick?
Thanks again
Hi feureau,
Oh, I just understood. You linked the whole Collection instead of the objects.
In this case, choose the object that matches with the name you gave at your MecaFig (the name of the Armature). Once done, you'll probably can not see your proxy just created. You'll need to go in the Outliner and looking for your proxy (the name of your MecaFig + "_proxy"), select it and make it draw in front of the other objects by clicking on the "In Front" option in the "Viewport Display" panel of the "Object Properties" tab.
You should now have access at your proxy.
Hi, thank you Helo! That works perfectly!
Btw, you mentioned linking just the objects instead of the whole collection. Might I bother you once more to inquire on how to link just the objects?
Also, what's the best way to hide parts of the rig? Like a head/hand etc?
Thanks again!
If you just want to make a proxy of your rig, linking the whole Collection is the best way to do. You can link objects by selecting directly the objects instead of the Collection but only if you plan to modify your objects.
In the "Armature" panel of the main "MecaFig" panel, you have sub-panels for each part of the MecaFig. In the header of these sub-panels, you have a little icon (representing the part) you can click on to toggle visibility of the bones.
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