Showing posts with label skin. Show all posts
Showing posts with label skin. Show all posts

Wednesday, 7 May 2008

CUSTOM ATTRIBUTES - Morph Targets

The biggest discovery today was connected to custom Attributes. They are really custom...
Just for fun I tried to wire a morph target to a slider in the Attribute Holder of a controller and to my big suprise it worked!

I was jumping around in pleasure - imagine the clicks you save by this!

The skin stays frozen all the time because access to the morpher is no longer required as all his targets are now wired to custom attributes in p.e. the master body controller.

Happy happy fröi fröi :-)))))))

Tuesday, 6 May 2008

SILLY BILLY - ENVELOPES

The Rig for the fish was surpisingly easy to do compared with the cat. No legs,no shoulder, no other funny stuff just a head with some fins and tailish things.

It took only a day for all the bones, IKs, helper objects control shapes and the parameter wiring - hahahappy!

OK, it needs still some work on the envelopes but hey I am not a wizzard or something like this and I need to sleep, to eat and sometimes my body should move its muscles to not loose all abilities of movement.
But sooner or later I will create my own 3d body in 3dMax or Maya - the GOD edition of course - then I'll load my mind in to the new body and done. HAHAHA - I already mentioned that I gradually develop a nice little lunacy - Oh I like it very much!!! The world is great yeahhh! Screeny screeny boom boom ;-)

Friday, 25 April 2008

Skin Test - Buzzcat


maybe would it be a good idea for me not to try to make a perfect rig to skin fitting...

maybe a 80% good version also works - I'll think about this idea during the next few hours of work on the vertex weights...

Yes, I know its time consuming and stupid to weight vertices manually but the envelopes are a kind of limited I just found out. Because if the proportions of your model are a bit out of normal then the envelopes can't cover all the areas the connected bones should influence.

My workflow looks at the moment like this:

1. adjust envelop -> test animate (petrifying shock 'cause it moves somewhere and somehow)
2. manually adjust vertecies -> test animate
3. - 1000. just as I did in step 2. (I could spend weeks on it...)

Buzzcat in zurich


While working out how to ajust the envelopes of each bone I let the cat pose in as many different poses as I can imagine to detect faults in the vertex weights.

In this picture here the cat takes a little walk along the schanzengraben in zurich ;-)

Some of the parts of the skin behave quite odd at the moment. For Example if I move the shouldes down the chest vertices pierce out in the totaly wrong direction... quite tricky to ajust