/robowaifu/ - DIY Robot Wives

Advancing robotics to a point where anime catgrill meidos in tiny miniskirts are a reality.

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“I am not judged by the number of times I fail, but by the number of times I succeed: and the number of times I succeed is in direct proportion to the number of times I fail and keep trying.” -t. Tom Hopkins


DCC Design Tools & Training Robowaifu Technician 09/18/2019 (Wed) 11:42:32 No.415
Creating robowaifus requires lots and lots of design and artistry. It's not all just nerd stuff you know Anon! :^) ITT: Add any techniques, tips, tricks, or content links for any Digital Content Creation (DCC) tools and training to use when making robowaifus. >note: This isn't the 'Post Your Robowaifu-related OC Arts & Designs General' thread. We'll make one of those later perhaps. >--- I spent some time playing with the program Makehuman and I'll say I wasn't impressed. It's not possible to make anime real using Makehuman, in fact the options (for example eye size) are somewhat limited. But there's good news, don't worry! The creator of Makehuman went on to create a blender plugin called ManuelBastioniLAB which is much better (and has a much more humorous name). The plugin is easy to install and use (especially if you have a little blender experience). There are three different anime female defaults that are all pretty cute. (Pictured is a slightly modified Anime Female 2.) There are sliders to modify everything from finger length to eye position to boob size. It even has a posable skeleton. Unfortunately the anime models don't have inverse kinematic skeletons which are much easier to pose. Going forward I'm probably going to use MasturBationLABManuelBastioniLAB as the starting point for my designs. --- Saving everything with yt-dlp (>>16357, >>12247) >=== -re-purpose OP for DCC consolidation -add yt-dlp crosslink
Edited last time by Chobitsu on 05/31/2023 (Wed) 18:55:38.
>>24437 Are you using nTop or another program to get a topology? Meshmixer? Not sure if it works in Blender.
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>>24444 Still working on things. Yes, I have only gotten good results from Meshmixer. I tried this technique awhile ago and can say that my attemps in Blender failed. I'm sure it's possible in other programs, Meshmixer is the best for me thus far. Here's a quick tutorial. 1. Simplify topology. You want a simple continuous open mesh. For this leg section, I use the plane cut to seperate my wanted section. Then the select tool to select and delete extra polygons. 2. Edit -> Align 3. Edit -> Unwrap 4. Set parameters as in picrel 5. 5. Delete original part. 6. Select -> Double click to select all -> Edit -> Extrusion (or press "D") 7. Set part thickness. 8. Export as a format your slider can use. I suggest .obj. 9. Set top and bottom layers to 0 and play with infill however you like. Picrel 8 are my recommendations. I use 6 perimeters for plenty of space to staple into. End result is printed faster with much better surface finish. Surprisingly more durable compared to normal due to alignment of layer lines. Works best with firmer TPU (90A+) from my limited experminents.
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>>24468 >>24469 Many thanks, I downloaded it. I will try to get it running in Wine or Wine-based software, it most likely will work fine.
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>>24444 So this here >>24392 worked quite nicely. Way better than anticipated and better than the preview indicated, though it also took a few days. I'm sure they check the files manually and make sure the results are good. Now I just have to find a way to handle GLB files.
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>>24479 The actual files look way worse, but I can at least do some experiments with them. I cut the head in half and managed to make the mirror looking okay. I hollowed out the eyes, need to remove the ears and already experimented with using the head to model a better version myself. Note for the future: Try to remove the eyelashes from the picture, since the 3D AI model creates a bump on the sides because of them.
From the prototyping thread: >>24552 >best-3d-scanning-software-tools >>24564 >sculptris (zbrush predecessor) >>24575 >Blender-friendly (or just general) resources >>24577 >NURBS in Blender
/loomis/ BO just refreshed their resources hub. Recommended. https://anon.cafe/loomis/res/1647.html#1677
Jiggle-, Cloth-, Thighs Physics in Blender: https://www.youtube.com/@Lewdineer
>>26564 Haha. I think this would please /kong/. :^) Blender has really come a long way in the last 4 or 5 years. It's world class competition for the big, expensive systems today.
>>26573 I just ran across this today. I didn't know that blender could do clay molding(what can this program not do?). I read about another program that used this but it's closed pay. That blender can do this is fantastic. Here's a link with a very short explanation. I do not know how accurate it is or if you can get the basic shape then smooth it. The benefits seem obvious. Most of us are not artist, in the classically trained sense But if you could use a clay like interface and push, mold and add, and even more important, take away, AND undo when you screw it up. Well you could put a picture on one tab and bounce back and forth to blender and create some really good stuff right away. I hear that blender has added a lot of cad features so you can add dimensions. Surely there's a way once you get a good model you could export it to a program that would set it up to 3D print. My main thinking about this is shells of bodies, bones, or other structures that could be printed then use the prints as molds to cast parts. https://howchoo.com/windows/how-to-sculpt-in-blender/ While I was looking for the program I found a link that I had saved of a person who did 3D clay CAD type modeling that has a link to a free one. You should look at her work. It's very good. And she's doing this with stuff you can get for free. https://stephaneginier.com/ Some combination of this sort of stuff might greatly speed up modeling. Imagine all the unbelievable work to model all the elements of a human in a vector based or traditional CAD. A LOT. If you could just push the 3D clay around. Seems much easier.
>>27008 I looked further from the link https://stephaneginier.com/ and found this guy has been working on this stuff for a decade??? He has come up with some next generation super freak wild stuff. He's making this software for himself so you get not much in the way of docs and mostly videos of him quickly manipulating. He's using really advanced software algorithms. It appears, to me, he's taking recent papers and fairly quickly integrating it into his program. He's gone through several versions the first SculptGL https://stephaneginier.com/ Freestyle https://www.core77.com/posts/25335/from-sculptgl-sculptfab-to-freestyle-3d-sculpting-web-apps-for-making-all-the-blobs-you-want-25335 neobarok https://neobarok.wordpress.com/ https://youtu.be/G373pMjyD5M now Clavicula SDF modeler https://clavicula.link/ Look at these videos. It's amazing. https://www.youtube.com/playlist?list=PLNkhpsgsKTDDqcXsMKDOjYGqST8On5lSt This guy is a really talented programmer.
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>>27008 >>27010 Very helpful posts Grommet, thank you! Yep sculpting is a very fun (relaxing, even) way to model. And Blender's tools are quite-eccompassing in this department. ∫https://www.blender.org/features/sculpting/
New branch of FreeCAD is far easier to get into if you're used to other CAD software. I personally switched over to it. It feels simpler to actually get things done. https://github.com/riqueenz/FreeCAD/tree/Mechanical
Hello robofriends, just got started with FreeCAD and learned how to make some basic parts with it. Is there anything i can use to see how a silicone skin (or other material) will stretch and move on top of an animatronic base? I was hoping vid related would show skin moving but it didn't. https://iv.nboeck.de/watch?v=Idt-ya8JkNk
>>27238 Cloth simulation would be a good start. https://iv.nboeck.de/watch?v=_hNFZ0v__no
>"Introducing bbatch: batch file processing with Blender" >A very common task during production is to perform repetitive actions on multiple .blend files (fixing paths, adjusting settings, etc.). This process can be time consuming and error-prone. >After writing small ad-hoc scripts for years, today we are sharing bbatch, a command line tool used to find .blend files in a given directory and execute a provided Python script on each file. Here is a quick overview. If you're involved with any kind of technical/pipeline roles in production, you're aware how handy such tools are. https://studio.blender.org/blog/introducing-bbatch/ https://projects.blender.org/studio/blender-studio-pipeline/src/branch/main/scripts/bbatch
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For those of you that do not know how to use freecad. Here is a simple challenge. Make a box. The way you'd go about is by making two cubes, then you'd change the size of one so the dimensions are say 1mm smaller on all sides, right click transform and maybe move it up 1 mm. Then select both boxes and click cut. Now again that is a basic example and I'm by no means an expert. If you save it as an stl file and then put it on cura you can then 3d print it as well.
>>27961 Thanks for the advice, Peteblank! Cheers. :^)
>Female body in less than 2 hours https://www.youtube.com/live/12xvWSh9QVM
New FreeCAD derivative that is far more user friendly. https://ondsel.com https://www.youtube.com/watch?v=x2F1A0MYhMk
>It’s a very capable piece of software, but regular users will tell you that it can be rather slow when it comes to rendering your work. We’re very pleased to see that a fix for this has been produced ... >Despite a modern computer invariably having a multi-core architecture, it might surprise you to find that OpenSCAD wasn’t able to take advantage of this previously. The above-linked thread spans over a decade of experimenting and contains some fascinating discussions if you’re prepared to wade through it, and culminates a few weeks ago in the announcement of the new feature giving access to multiple CPUs. We don’t have it yet, but it’s great to know it’s in the works and we’re looking forward to render time involving considerably less of a wait. https://hackaday.com/2023/10/03/at-last-faster-openscad-rendering-is-on-the-horizon/ Aside from improving the normal workflow, this might help a lot for using it with some AI creating models and trying stuff out in a simulator. Especially in a mobile system. >>29945 >Ondsel ES Did anyone try this out?
After posting this above, I found this: >AnchorSCAD is a Python 3D modeling API for OpenSCAD. This document covers the minimal set of concepts you need to understand in order to build shapes using AnchorSCAD. https://github.com/owebeeone/anchorscad
>Learn how to control #servos based on a #Blender animation with a dedicated Add-on I created. This technique helped me to efficiently animate my DIY #animatronics and is based on a process I picked up while watching one of Disney’s behind the scenes video. https://youtu.be/yeJxMaNQAzg >Export your Blender animation to servo position values. They can be used with an Arduino compatible micro controller to move PWM-driven servos according to your animation. https://github.com/timhendriks93/blender-servo-animation
>>31389 Neat! Yes, using Blender as a kind of development/staging/simulation environment for robowaifu design efforts seems to me a very good idea (for a long time now). This handy plug-in can be just the thing for quick motion prototyping! :^)
>>31502 I think that's the plugin I use for SPUD. I had to modify the export script though because it exported in some crazy, super long format with lots of { and }. If I remember right the export lists a servo, then all the positions of that one servo eg servo A postions for frames 1-24, servo B positions for frames 1-24... Its easier just to export each servo position as an item in a list, 1 list for each frame on 1 line... if that makes any sense XD
>>31517 Oh right, I do remember that now Mechnomancer, my apologies. I'd be interested to learn detailed evaluations from you about your experiences with it. What works well, what doesn't, things like that. --- BTW, while I've got you 'on the line', I'd like to point out my recent post in the MaidCom thread : (>>31482) . I'd like every Anon's view on this matter of developing baseline robowaifu hands we can all use/extend for our own projects -- but particularly from you rn, since SPUD appears to be in need of some dextrous hands. I'd suggest we all earnestly consider Will Cogley's Bionic Hands project [1]. Also, I suppose the board should conduct this group-conversation within our Robo Hands thread : (>>4577) ? If you agree please make a new response there. Cheers. :^) --- 1. https://www.youtube.com/watch?v=8w88HwbYPWI&list=PL6AJl-knQFCGJakVBP1_3EXqJyAS0qN8k&index=18 >=== -fmt edit
Edited last time by Chobitsu on 06/09/2024 (Sun) 18:26:01.
>>31522 That's ok. SPUD actually does have hands (a prefab set off Spamazon), I just don't have them installed right now (will probably buy a second pair of rubber hands, gut them and try to stuff the robohands in there). You can see a little peek of them in this post which was my first attempt at servo frame animation >>31324 For the plugin you need to know how to rig stuff in Blender and keep track of which bones are labeled what, knowing how to translate the servo pulses into degrees and putting limits on the bones. Not particularly difficult if you've been doing 3d modeling for 20 years (god has it been that long already?) like me but new folks could find it challenging.
>>31537 Good luck with those development efforts. Looking forward to seeing them working. >just master Blender first, bro... Lol. OK, will do Anon! :D
>>31517 >I think that's the plugin I use for SPUD. That's almost certain where I got the link from, but I didn't have the reference anymore when I posted it. Good to know, thanks. I started trying to go through some lists of videos I have and post them here, but in case if something came from another thread or the Discord I won't remember that and can't search the whole board right now.
Going to leave this ITT, till I figure out if it should be moved. --- Quite a good demonstration of all 12 Principles (of animation), done by a professional: https://www.youtube.com/watch?v=gyGEwyWLbHk
>>24479 Related: >>32638
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>>32670 and >>32638 Here's my profile on Meshy: https://www.meshy.ai/@NoidoDev - where I can publish the hard surface models, but most of the ones looking good are soft ones and they can't be published. I downloaded them, though. I also found a 3D robot girl on Meshy, but only pro users can download it, it's on my "collected" page. But I used the prompt to make my own and got a decent but not as clean result (picrels). I also saw a tutorial where people were able to repair models using AI on that website, but I think it was pro user as well. It works to animate models and then using Blender to make it better. I also tried text to 3D on the Meshy website a few times more, for a Waifu sculpt and I didn't get a good result. Mega Folder for 3D bust and AI 3D models: https://mega.nz/folder/v7Z1DBLA#xsx9KqZHqr_eMJ-MNNjejA
>>32735 Thanks, NoidoDev! Great job.
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>>32735 So, I imported some of the head busts into OpenSCAD. Picrel is how they look like. Not great, but I might do some experimenting with it. One idea is to mirror each side of a splitted face and combine all of it. The other idea is, to just use these as patterns to remodel them better. I also could try briefly in MeshLab, if it can do any automagic. That aside, I want to note that I would only want the faces of these heads anyways. I think the head needs to be done with OpenSCAD elements. I will post such more detailed testing in the current prototype thread.
>>32770 Yeah, my results are the same in Blender, NoidoDev. Much like the texture obfuscation that anons were dealing with a couple years or so ago, I expect this tool is pulling some kind of malarkey w/ the mesh data perhaps? Just keep moving forward, Anon. We'll arrive at good results in the end I'm sure. Cheers! :^)
>>32772 >texture obfuscation that anons were dealing with Not sure what you mean. There was an issue which was more like something to avoid "stealing" the models and use them for something else. Here it's more like the models looks better in the preview. The textures made the problems look less bad on the website, but I don't think the models have been made bad to avoid further use. The holes in the head for example were visible. This is just from a bad translation from 2D to 3D. CSM AI did it better: >>24484 >>32770 Anyways, I did some of these tests right away with one that I picked on a whim (bottom right). First picrel is each half mirrored, second one is the same but showing the halfs, the third is then blended the two heads into one with some adjustments.
I've been distracted by other work, and didn't realize Blender 4.2 LTS came out a couple months ago. It's remarkably impressive. Check it out! :^) https://www.youtube.com/watch?v=-mTk1hQLlTY
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>>32777 So, I'm working on trying out getting the facial features into a height map. Once again, this will not lead to anything useful soon, but might be interesting long term. For automatic face generation. Also, my tests are still in early stages. - https://en.wikipedia.org/wiki/Heightmap - https://en.wikibooks.org/wiki/OpenSCAD_User_Manual/Other_Language_Features#surface - https://cloudcompare.org/forum/viewtopic.php?p=11484 - https://www.cloudcompare.org/doc/wiki/index.php?title=Rasterize Related: >>32793
>>33072 Very cool! Glad to see you researching this topic, NoidoDev. Good luck! Cheers. :^)
The latest Beginner's Blender Donut Modelling Demo : https://www.youtube.com/watch?v=B0J27sf9N1Y
>>23849 > List of other 3D programmatic modelers This really is a great list. Thanks. I'll save in my robowaifu text file
I've been looking at making molds but trying to make it with the cheapest stuff I can find and thought of paper mache. I want to do some boat stuff mods for fiberglass. The traditional way to make forms with wood and fiberglass is super expensive. One way to get large forms with curves is a technique called "fabric formwork". Using that search term (look at images for links) you can find these super awesome fabric forms they use to make kick ass concrete stuff. Buildings, bridges, all sorts of stuff. They use that fabric that is used for silt control on construction sites. Make a form that drapes and fill with concrete. The water drains out leaving a super strong, and very curvy good looking concrete item when hard. https://www.taylorfrancis.com/books/edit/10.4324/9781315675022/fabric-formwork-book-mark-west I was thinking of large boat structures, making forms with this draping technique, then using these forms to vacuum form fiberglass. The same could be used for waifus. So I look around for paper mache to make cheap forms and found the mother of all paper mache sites run by this nice Grandma, or so she says. Here's a link to her 40, paper mache recipes. All sorts. She has a nice clay type that can be used to model like modeling clay. I suspect that you could model waifus a lot faster with an actual material like this than using a computer and then printing it out. And super, super cheap compared to the tech way. Here's a link to her recipes list. Some are water proof some lower cost, some stiffer, all sorts with videos. https://www.ultimatepapermache.com/recipes-for-paper-mache If you scroll down this page she gives some good references to sculpting books and resources. She also has some good sculpting ideas. From that page and others of hers you will find a number of methods for sculpting. Once you have these sculpted you can make molds for them. https://www.ultimatepapermache.com/paper-mache-armature-patterns Here's another site on Tor where you can find books on sculpting, human anatomy and even books on skeletons. This one site has enough data in books to cover most any referencing you need to make models of, skeleton, muscles, etc. http://libraryfyuybp7oyidyya3ah5xvwgyx6weauoini7zyz555litmmumad.onion/ Search terms on site Human anatomy Trail Guide to the Body Skeletal Muscles Biomechanics Biomechanical Anatomy Sculpture Human Gait Human Body Life Drawing Skeleton Musculoskeletal Models Running Mechanics "discover the story of human and animal skeletons" I thought this one was nice "QuickStudy - Muscular Origins and Insertions " and for lite reading "Pedophilia & Empire Satan, Sodomy..."
>>33119 Great stuff. Helpful.
>>23844 >You are correct, I'm working on spherical actuators that should be scalable for use as a universal robotics joint. Just curious what the outcome of your research was, Anon. This would still be a tremendous benefit to us all to have 4 of these for the shoulders & hips.
>>33321 Added complexity and frankly, just simple pan tilt mechanisms ended up being better.
>>33318 Great stuff, Grommet. Thank you kindly! Cheers. :^) >>33322 Understood. We'll arrive at good solutions for everything in the end. Let's all do our best -- Gambatte!! :^)

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