Reimu Hakurei by MegaBuBu [Blender 3.0 Port]

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Description

Originally for Autodesk Maya by MegaBuBu, ported to Blender by Festivity


FOR EEVEE ONLY! SHADER NOT TESTED IN CYCLES.

Please let me know if there are any problems or feedback you'd like to comment. Thank you!

MegaBuBu's Twitter

Discord: Festivity#7137
Model Discord server
Twitter


Features:

  • Everything you expect with Rigify.
  • Switch emotes, adjust outlines, and control the hair much more easily using the 3 property bones located in the Root bone layer
  • Utilizes 100% of the original weights straight from Maya. I did modify weights for the eyes and the head, however nothing was changed fundamentally and the original weights are still there just in case you ever need them.
  • Faithful port and translation of the toon shader from Maya's ShaderFX nodes to Blender nodes.
  • Switch between a custom light direction and actual scene lighting using a global materials controller node group.

Usage:

  1. Append the collection Reimu (version number) to your project. Once loaded, you may have to run the script Reimu_ui.py if there are no visibility toggles for the rig.
  2. To control the materials globally, use the node group REIMU GLOBAL MATERIAL PROPERTIES when changing values.
  3. To use and control the custom light direction, make sure that the slider for Use Scene Lighting in the node group REIMU GLOBAL MATERIAL PROPERTIES is set to 0.
  4. To see controls for subdivision, outlines, hair, emotes and many more, make sure that the bone layer Root is visible.
  5. Make sure that your color management's view transform is set to sRGB Standard and not Filmic for proper colors!

Special thanks:

Aerthas Veras - for the custom lighting node setup.

crute - for the TextureSwitch node group.

jhonny - for helping out with bringing the model into Blender intact.

MegaBuBu - for the really great and adorable Reimu animation rig.


Rig


Changelog:

  • v1 (12/11/2021): Initial release.
  • v1.1 (12/13/2021): Fixed inconsistencies + added sleeve master controls.

To-do list/Known issues:

  • Pseudo skirt collision is not present in this port. I have no idea how to replicate it in Blender. If any of you have any suggestions, please let me know! I am not an advanced rigger at all so I'd appreciate it greatly.
  • Rig the ofuda and gohei. Will get these out soon when I have time.
  • Eyeballs need weight adjustment - they are okay when rotating but when scaled, they produce artifacting at the edges/near the eyesocket. They're not visible unless viewed at a sharp angle. Will put here just to remind myself.

Disclaimer:

While I have permission from the original author to port this to Blender, I am not responsible for anything created with this model or rig - I merely ported it to make this wonderful model more accessible to fellow animators. Also, if you're going to make something with this rig, I ask that you do not credit me in any way whatsoever. Credit the original author instead!

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Filename Downloads Created Filesize
Files
  reimu_v1.1.blend   384 2021-12-13 07:56:40 7.47 MB
  reimu_v1.blend   180 2021-12-11 14:53:14 7.5 MB
Thumbnail image for Reimu Hakurei by MegaBuBu [Blender 3.0 Port]
Blender Asset Manager Introduction
The Blender 3.0 kicks of with a BAM! The Asset Manager is a hot new feature that allows for easy re-use of models.

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