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| rigging help |
stevey2shoes |
one thing that also jumps out at me with this eva wild character is how dense he's making the mesh. I only flag this up because I seem to remember when people saying that poser characters weren't a good idea because they were already turbosmoothed. Right now the idea of taking a poser character and butchering it still seems like a good idea. I apologise if the general theme of my posts seem repetitive, but until I can get/make a character, unwrao them, texture them, rig them and animate them, then all i can do is make basic models. with basic texturing and basic lighting. so im running out of things to make just getting frustrated again Steve
read 203 times 8/9/2012 9:46:14 PM (last edit: 8/9/2012 9:46:14 PM)
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LionDebt |
Start basic. In (traditional) art school, you'll spend your first however many months working with different mediums, creating basic primitives and shapes, focusing on lighting and shadows.
You don't sit down and create a Van Gogh or Monet immediately.
Same with 3D work. Start basic. You can create a stylised, and fairly complex robot out of spheres, cylinders and simple edit-poly work. Unwrapping is as simple as applying materials to the different primitives, with maybe a spherical unwrap on it's "Face". Then you can rig and animate that and have your first little video clip.

read 201 times 8/9/2012 9:56:59 PM (last edit: 8/9/2012 9:56:59 PM)
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stevey2shoes |
Hi liondebt, Thats the frustrating bit, If you look at this video (repost) I made all the backgrounds and heads, so I sort of can model, but its still limited. When I think of things like UV wrapping Ambient occlusion and final gather Im STILL none the wiser even though Ive asked on here many times, and people have answered many times.rigging is just another one of these things Im scared of but wont progress furhter until I do
read 185 times 8/10/2012 12:33:41 PM (last edit: 8/10/2012 12:33:41 PM)
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LionDebt |
Well, the basic principle still stands: nothing is easy.
If you want to learn rigging, build a handful of character meshes, varying their polycounts, rigging them and animating them. Keep doing this until you're happy with walk cycles, gestures, etc. Have a go at morph targets for facial animations, build a repertoire of expressions for each character. Beyond this, as far as I am aware, is scripting a deform or controller dialog and controlling animation through that, but, I've never done this so don't know much about it.
For mechanical rigging, my robot principle still stands from before. And maybe this video will learn you a thing or two about hierarchies or give you some motivation to get started:
And this is an even more simplistic example of hierarchies in general.

read 182 times 8/10/2012 12:53:27 PM (last edit: 8/10/2012 12:53:27 PM)
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stevey2shoes |
thanks great find. If nothing else that's explained why, if I had a biped and a character and tried to scale them both, they would scale at different rates, which still seems odd, but that video shows a way around it. Steve
read 176 times 8/10/2012 1:59:40 PM (last edit: 8/10/2012 1:59:40 PM)
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Cylon 2 |
I've used this tutorial and it's really good.
The rigging section is the best. It enables you to switch from IK to FK on certain areas, then teaches you how to create a walk cycle, keep in mind the walk cycle is for a woman so if your animating a male forget the movement around hip areas.
The character itself isn't great but the methods used to create (topology etc...) are good.
You can always download it via a torrent.
There was one section somewhere in the rigging where there was a problem with the shoulder, and I spent a long time trying to figure out where I was going wrong. It wasn't till in a later section that the guy doing the turorial notices the mistake and corrects it. It's nothing major, I think he just links one of the helpers to the wrong helper.
read 164 times 8/11/2012 6:45:29 PM (last edit: 8/11/2012 6:45:29 PM)
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stevey2shoes |
right thanks cylon2, Ill keep that in mind steve
read 150 times 8/12/2012 2:49:12 PM (last edit: 8/12/2012 2:49:12 PM)
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