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AniMattor

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Posts posted by AniMattor

  1. Here it be! Bob made some tweaks to the proportions and we now have an official Wabbit character. {edit} I've attached the mesh in case anyone wants to try to put in the squetch rig. (I could try myself, but I think someone else would know how to install it better.

     

    [attachmentid=11683][attachmentid=11684][attachmentid=11694]

    post-1081-1132980783_thumb.jpg

    post-1081-1132980799_thumb.jpg

    TWOrabbitG_bt2.zip

  2. Nice! That's the first I've seen him move, Kuep. I didn't even put a test rig in him yet. I' think he'll be setup with the Squetch rig like all the other characters. It's bipedal, but it has plenty of flexibility for him to behave like a rabbit.

  3. Bob,

     

    I've attached the Rabbit so you can look at him.

     

    Thanks for the comments Trajcedrv and JohnL3d. yeah, you should try some modeling!

     

    Happy Thanksgiving, all!

     

    matt

     

     

     

    Oh give thanks to the Lord, for He is good.

    -The Psalmist

    [attachmentid=11597]

    TWOrabbitG.zip

  4. I'll wait until I hear from Bob before changing the legs any more. It's hard for me to know what they'll look like in a "Rabbity" pose when he is in the stretched out rigging pose. I may put in some temp bones to see what the legs look like moving.

  5. I was playing with Scarecrow for the first time this morning and I noticed the knee aim always remains perpendicular to the ground, even when the leg is stratight forward (see screenshot)

     

    [attachmentid=11542]

     

    Shouldn't the knee aim point up when the leg is stretched out? I haven't a clue how this rig works, but it looks like the roational limit (only rotating around Y) might be related to some of this.

     

    It's an awesome rig and I may have no clue what I'm talking about. But that's what occured to me when I worked with him today. Good luck!

     

    matt

    post-1081-1132761230_thumb.jpg

  6. Jim I don't know exactly what you mean about his feet. I changed them a bit, but I don't know if I did what you wanted.

     

    I plumped his legs up a bit, but I don't want to do too much. They'll (hopefully) squash out a bit when he crouches down.

     

    Did I get what you wanted in eyes and nose?

     

    matt

     

    [attachmentid=11537][attachmentid=11538]

    post-1081-1132753150_thumb.jpg

    post-1081-1132753191_thumb.jpg

  7. The modeling is basically done. I ripped limbs from a number of different models on the cd and from my own collection to make it possible, but I think it worked. The tail is temporary. I left the ears facing forward for now, but I'll probably make them face to the sides when I rig his ears. It will give him a better range with less deformation. I have a tongue in him, but not much else in his mouth. Is it detailed enough? Does he need a uvulae and tastebuds? I also just DL the master eye. I'll be popping it in later. The eye in these shots is temp.Do I need to model more detail into the feet? (pads, etc)

     

    If there are no major revisions, I'll go on to making the facial poses next, and then try fitting one of those nifty rigs into him. I haven't used FACE yet, how many poses do I make? I have Stop Staring, does FACE use one of the shape sets from there?

     

    Comments? Crits?

     

    matt B)

     

    [attachmentid=11480][attachmentid=11482][attachmentid=11481][attachmentid=11483]

    post-1081-1132628192_thumb.jpg

    post-1081-1132629236_thumb.jpg

    post-1081-1132629271_thumb.jpg

    post-1081-1132629327_thumb.jpg

  8. Sorry to bring this post back On-topic....:)

     

    Is there going to be a standard eye design for the characters? I'm just putting a simple one in for now, but I haven't seen any talk about this.

    I prefer to use plain old round eyes, instead of oddly shaped ones with a surface constraint to keep the pupil on.

     

    I should have a another WIP later today.

     

    matt

  9. Bob,

    Since you like it I'll leave it where it is for now. After I get the eyes finished we can see how it relates to the rest of the face better. I've got plenty of work to do besides fixing what ain't broke. Cheers!

     

    matt

  10. Jim and Richard: I'll be working on tweaking the nose. I'll get somer reference and see what a rabbit's nose looks like But it definitely needs some flattening and shortening of the muzzle overall.

     

    Cosmonaut: I hadn't thought about eyelids yet... I usually make them part of the face gemoetry, but separte pieces would be easier.

  11. Some more progress. The nose still looks like a dog's. i think I'll move onto the eyes next.

     

    Here's a look at the mouth. All those neat little circles...I love Jason Osipa!

    [attachmentid=11285][attachmentid=11286]

    And a new view of the smoother, nicer cheeks!

     

     

    (Frank, I'm looking forward to animating this guy, too!)

     

    Matt

    post-1081-1132206783_thumb.jpg

    post-1081-1132206801_thumb.jpg

  12. I finally got a start on the rabbit a day or two ago. Here is the original sketch Bob made.

    [attachmentid=11275]

    I spent a lot of time working out the paths around the mouth/nose area. It's kind of a wierd shape, but I think it will work even in the extreme poses on the character sheet. Are the 5-pt patches on the face a concern? I need to do some reshaping on the nose/muzzle area. He's looking very dog-like right now.

     

    I'm not sure about the Poofy-cheek things--should they be behind the face area (starting behind the eye's and corner of mouth) or extending into the face area as I have them now?

    Enough posting--I've got some splining to do!

     

    Matt

     

    [attachmentid=11276] [attachmentid=11277][attachmentid=11279]

    [attachmentid=11278][attachmentid=11280]

    post-1081-1132202059_thumb.jpg

    post-1081-1132202335_thumb.jpg

    post-1081-1132202373_thumb.jpg

    post-1081-1132202386_thumb.jpg

    post-1081-1132202465_thumb.jpg

    post-1081-1132202579_thumb.jpg

  13. It would be pretty easy to scale the other characters down to a yet-to-be-determined height to make them the correct scale with Mrs. Yoop. That might be easier than modeling everything in Yoop castle huge. (but when working with "virtual" inches, does it make any difference how big you make something?):)

     

    BTW she's looking quite good! (in a gigantic, evil, ugly sort of way)

  14. Okay, so I didn't get started right away...

     

    I was wondering if the rabbit design was going to change like the other characters. Since I haven't started yet, I won't loose any work whichever way we go. I just wanted to make sure of my direction before I began. I'd like to take him in the direction of the animatic , but I may be taking it too literally.

     

    Cheers,

     

    matt

     

    [attachmentid=10873]

    post-1081-1131432212_thumb.jpg

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