Welcome!
And thank you for using this model.
This page describes how to use Version 2 series of ImagineGirls 3D models by Kafuji.
Have Fun!
2017/12/17 -
New shader nodes "MMD-ish Shader" applied to all materials.
Compatible with Blender Internal Render. (Not for Cycles)
Reworked on bone constraints for more controllability.
Pelvis rotation changed to match rotation axis of other bones.
(Need to adjust animation key frames if you added some in old version)
Make images
Make videos
Make games
Make applications
Make new 3D models
Make porn
Make profit, by your own derivative products.
But please follow the terms and conditions of "ImagineGirls User Licence", as this model inherits it.
OK, now you got the zip file. This package includes .blend for Blender.
Blender is a free&open and most advanced 3D creation suit by Blender Faundation.
You can get it from https://www.blender.org/ .
Install it on your system, and then you can double-click the .blend file to open it in Blender.
FIY: ImagineGirls Iris Version 2 is made with Blender 2.79 (the latest version at end of 2017).
You can find many good tutorials on the web.
Here are some examples:
Updated: All material are shaded by my original MMD-ish shader nodes with Blender internal render. Cycles is used to bake textures.
And also this model has a my own made rig.
It made from simple deform bones and some IK controllers and constraints. Bone topology is very similar to Rigify's Human Metarig.
Best viewed with B-Bones on armatures display option.
Notice:
Different types of objects and bones are placed on different layers.
Iris V2's rig have IK controllers on all Limbs and Eyes/Head.
By default, only Foot and Hands IK are enabled. Head and Eyes also have an IK target but desabled by default.
You can turn on/off IK by rotating IK switch bones. It changes on/off state between rotating 0degree/90degree on local X asxis.
Now you can make any poses and animations with it!
IK on hands (enabled by default)
Eyes/Head IK controller (delivers "Look at" mechanism)
IK Switch ON (enabled by default)
IK switch off (rotate IKswitch/foot.L/R 90 degree on X axis)
This model is optimized for rendering with Blender Render, and best fit with FreeStyle (cartoonish line drawer) .
Just hit F12 to watch the optimal render result.
Choose Raytraced / Buffered Shadow on your purpose.
Both algorithm offers good render results.
This model have node graphs on each material for Cycles render.
I used them to bake textures.
If you want bake your own textures, just change the render to Cycles and turn on the nodes on materials - change parameters on nodes, then bake.
You can use this model to make derivative contents, including 3D/VR games and apps using any tools and engines as you want.
You can even sell derivative contents at your own risk.
To achieve this, the start point is to export this model to FBX format.
For Unity, use Blender's FBX exporter and set options as shown on these pictures.
You may need to tweek materials/shaders in Unity.
This model is especially ready-to-use in MMD(MikuMikuDance) compatible applications.
I recommend export it with exp_pmx plugin by Swatoh ( http://ch.nicovideo.jp/suwatoh/blomaga/ar873732 ).
And also you need to rename all bones to MMD style.
I made a bone renaming sheet below.
https://docs.google.com/spreadsheets/d/1tEs5b2HodexmPcnfn2ynrQmGGi52I268b-ZEKMZ8IIA/edit?usp=sharing
Version 2 made by Kafuji - individual
https://www.patreon.com/kafuji (EN)
https://fantia.jp/fanclubs/3967 (JP)
Base model made by ImagineVR, Inc.