|3d muddler. Shaolin webmonkey. Creator of AEfter Ragnarok.|
Thought to do a quickie render rather than a screencap of the handstand splits, decided I couldn't be bothered fixing the lights at this stage so ticked the "Freestyle" box and left it at default everything.
It's pretty cool; I could almost pretend I know how to draw with this.
Vaguely related, grease pencil is the most useful thing ever put into a 3d app.
Sharing my glee with this, it will be relegated to scraps soon.
ps - sorry if this got bumped a couple of times, I'm a klutz -_-
Had to put one more controller in to flex the spine in the right direction. The neck flexes one way (looking downward) fine but will not flex the other way (it's jaggy in this pose, effects can be seen if you look carefully at the neck), adding another shape to control the flex like I did with the spine didn't help and neither did my aforementioned tangent into bendy bones.
Had to remember I need to block first (some people don't but I do) and also working on timing. First pass is just seeing if the base rig will work for Zara as well as trying to learn how to use the graph, second pass will be doing basic muscle deformations (learning how to control lattice deforms, never used them before but figured them out with some earlier experimentation), third pass will be basic facial expressions (and learn how to do
morphs shape keys in Blender). I may also post one video of all of that instead of three really short separate ones. I don't know how long the rig test will end up being, it's a bit over 7 seconds at the moment and I have a feeling the transfer into the scorpion handstand might be a bit too rapid.
Then I have to copy the lot to the other two models and add in the rigging for their wings and tails.
No worries, right.
Head and torso retopologising in Blender 2.71
Ended up poly modelling after all as Bsurfaces doesn't work in Blender 2.71. Least it's not too horrible with the magnet and the correct "snap to" thing on (it's a picture of a magnet which is greyed out in the above screenies, next to the picture of the cube with one white face close to the bottom of the screen, don't ask me the names of anything . Though by "doesn't work" it appears that it's missing some buttons, I have no idea if it would continue working after those buttons were reinstated. I could probably read the code if I tried but otherwise don't know enough python to hack it and apparently no one else that knows what they're doing uses it enough to fix it. I guess I'll look into it if I can find some of this mythological spare time stuff. The face loops are doing my head in. And the head is really dense compared to the torso (trying to console myself it's because heads tend to be round, torsos just curvy and I have smoothing on so what I've got looks smooth enough). I'll have to see if the face loops actually work when I get around to doing morphs (or shape keys, apparently). Hopefully I should be able to retopo sections if I need to as I really, really don't want to do the inside of the mouth again (I thought last time would be the last time damnit!).
I'll get back into the rig testing after finishing the limbs, I'm reasonably certain I've got the hip loops right now (they were a major issue, the shoulder loops not so much). Will post a video once I'm done. Might make another Youtube account I guess (I deleted my original one because I loathed Google's "real name" idiocy and for what I was using it for having a "page" for it was stupid) and chuck short stuff on there and maybe do Vimeo for serious stuff, seeing as I cross-post things all over the joint.
Then after that I'll see how I go throwing this mesh over the sculpt of Red and adjusting it to fit him and doing hair and textures and then I can say I've done almost everything.
Then I just need to make the rest of the stuff so I can make some proper animations.
No worries, right -_-
Yeh guess where this came from
Alternate title: my Blender muscles are atrophying -_-
I had a lot of work on the last three weeks and have now slowed down as I put out a call for help a couple of days ago and now waiting on a response. In the meantime I'm slowing down back to normal and getting back into the 3d (no 3d for three weeks make bek something something). So three weeks ago after stuffing around with the rig I eventually came to the conclusion that the topology around the hips was wrong. After trying and failing to fix it by spinning edges, I decided to just retopo the whole thing because I wasn't sure about the loops around the face either.
I'm still not sure about the face loops but am pretty sure they're better than what's on the model underneath. Also had to reduce the intensity of the mouth, there were a hell of a lot more polys there than I probably needed (at least on the base model where I'm trying to keep things relatively simple, I can add detail where I need it but sometimes cleaning up can be a hassle).
Latest tip: when reducing/removing geometry turn both x-mirror and topology mirror off otherwise it stops mirroring for some reason. Adding generally works as expected (though visually sometimes the edge extrusions on the mirrored half move in the same direction as the half you're working on and snap to the right place when you move the points). I'd really like it if it would mirror properly and optionally at least highlight the other side so you know it's mirrored (at the moment I have to move the point a little bit to see if the other side moves as well) like in Lightwave (but not like in Lightwave where you have to move in the opposite direction if you're working on the left side, I didn't like that much) but it's doing the job for now. I had to revert a couple of times to get symmetry back til I worked that out.
Also don't use alt-M to merge, that also makes it lose symmetry.
Hoping to knock this off within the week so I can get back to rigging. Whether or not that happens around life and work, we shall see.
Guess where this is cross-posted from