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Krazyman

*A:M User*
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    Art<br />Writing<br />Horror/Sci-fi Movies<br />Special FX + CGI special FX<br />Making movie Shorts<br />
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    Windows
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    P4, 3Ghz, 2gigabytes ram, Nvidia Geforce 5500fx graphics card.

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  • Name
    Kev...
  • Location
    NE of England, UK

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  1. It's handy to know, that I can post a nude 3d model with a (WARNING NUDITY) tagged to the heading... I built a female model myself, which I'm currently smartskinning. But I was hesitant to post any pictures, as I wasn't quite sure how to do it without raising a few eyebrows. Anyway... I would love to see the model without the censor stickers on it, as well as a few pictures of the mesh. As I'd love to see how you tackled the building of the model, as there's a few ways of going about it. The real talented people just diving in headfirst, me... I like to keep fiddling with the model until it starts resembling what I want.
  2. You could make a lightning DECAL or Animation in an art program, with a transparent background. Paste it onto a big square, flat model, then place it in the background. Fading it in and out when needed, with a few dotted around the background, rotated, moved and rescaled when needed. Or if you're not that artistic, you could get a picture of lightning and chop off the background, leaving only the lightning. Then using it as a decal, paste it onto your background square model. I know it works on static images, as I've used this technique before. Along with rain, fog and snowstorms. The snowstorms, I've seen but not tried yet, but know it works. Think of it like a projector screen, that is transparent, each one containing a lightning bolt Animation or Decal.
  3. I'm still working on my Camilla model, the modelling is all but done. Except the teeth, I've started adding constraints and smartskinning for the female character. But on the start-up of the program, some of the joints are not in the start-up pose. I can tweak them back to Zero, and then save it. But on restarting the program, they are back to their incorrect positions. This doesn't happen on all the joints, just some of them. Anybody got any ideas, why the start position isn't saving with the project... Nasty looking ankle... on every start-up... Tweaked back to correct position, setting the rotation of the ankle back to zero... I'm building in JOINT CONSTRAINTS and JOINT LIMITS, but I'd like to set the joint limits to 'OFF' on start-up, and the constraints to 'ON' by default. Can this be done, or does it have to be set every time the figure is loaded ? P.S. this is my first model with constraints and limits...
  4. Looks like you're following the same tutorial as I did, as your mesh is pretty similar to what my female character began as. Yeah! I agree with Will as well , the first pic shows a bad L shaped join at the bottom right of the blue circle, I had to do loads of them. The biggest problems I had, was the big five point patch above her backside that didn't want to smooth down and her backside crumpling in when I added the bones, when she put her leg forward. But thats probably down to inexperience on my part, I also found that building the model is a learning experience, you get ideas how to refine your mesh, tweaking it as you go along... The modelling is looking good, as for the mesh, I can't comment, as I'm still learning... I bet you can't wait to build the torso...
  5. That's done the trick, the nose looks spot on now... I'll be interested to see the rig and the walk animation, if you make one. As a dogs knees are almost at stomach level, and their ankles are quite high up their legs, leaving them walking on their tip-toes.
  6. Looking good... although I reckon the front section of its jowls, just under its nose, could be raised a touch. So you get a nice arcing curve, also... the nose of a dog isn't joined all the way on the outside, look at the picture... As for your eye problem that you talked about, were you modelling it off a hungry dog. My dog used to look exactly like that, when he was watching me eating... no kidding. Eyes wide open, living in hope that you'll drop something... I agree, eyes are difficult to do. I found the easiest way for myself was to model some of the eye and eyelid, using rotoscopes. Then to make a sphere and use it for an eyeball, lining it up with the real position of the eyeball, then pulling the eyelids into position. I learnt that off a Zandoria studios, modelling tutorial disk. But as it is, you'd be only tweaking it. As it looks like a real fine dog, and it doesn't really need much doing to it...
  7. I agree, the neck does look too long. The model is good, but there is a problem with the modelling of the mouth. You've given it an elongated human mouth, if you look at a dogs mouth, you'll find it has a flap of skin that hangs from its nose centre, all the way to the corner of its mouth called its muzzle. This flap of skin, drapes over its teeth and down and over its bottom jaw slightly. The flap is normally heavier towards the front of the dogs jaw, hanging lower there. Then raising up towards the back of the mouth, you may need a bone or two, one each side to move it. If you want to animate it. Or maybe a few poses could do, like muzzle out and in and up and down for snarls, for animation purposes... P.S. go to yahoo, click on image above the search bar and type in dalmation, there's a close up, front pic of a dalmation there that shows what I mean...
  8. Rigging my character up, has been a long and ongoing laborious process. I'm finding bone placement has to be exact, to give the greatest deal of rotation without resorting to massive amounts of smartskinning and skin folding. I've found fanbones were needed to augment the skin movements over the bones, yet... fanbones seem to be very underused, and barely documented. Just got some questions about the skeletons of the 2001 rig, I've noticed that there seems to be a few extra bones than the normal human skeleton doesn't have. I know the balance bones are centralized around the stomach and ankles, and are used in conjunction with the balance base to work out where the body should be to be balanced in the pose menu. But there are other bones that seem to confuse me, as to their use. Namely the Hinge joints, and the Steady joints. Which don't seem to do anything and are somehow linked up to the poses, like the balance and steady poses. Then you've got all the targets, hips, feet level, feet centre, base aim. I've got feeling these are also for the poses, like the balance, exerting force upon the joints to face a direction. I know that this is too much for anyone to answer fully in a forum, but I reckon that a lot of them are for the balance and steady poses, that I reckon are not really needed for animation, and are just there to save time in animation. In short, is there anyone out there there that knows what are the hinges are for? and what the other types of joints are used for, are they just used for poses, like the steady, balance and balance rigid.
  9. Yep... That does the trick I want it to! I just set it to Key Bone a single bone, then hit Delete Keyframe and voila, set back to factory standard. It doesn't delete the transform X, Y, Z and W, it just sets them to the starting position. I'm not deleting anything, and its as simple as a button press... Thanks for all the help, its gonna save a lot of time... Now I'm working on the shoulders and hips on the rig, which I have to say, are the most difficult parts to rig... I'm having to redesign the way the hips and shoulders are setup, as I'm trying to mimic the amount of rotation a real human skeleton has. Ranging from hands above her head, to down by her side. The biggest problem, lies in the way a human skeleton is made. The joints aren't at the ends of the bone, they jut out to the side, on both the hips and shoulders. Giving the shoulder an offcentre arc, that lifts the shoulder or hip as it raises... I reckon I'll settle on fanbones and smartskin, but I'm going to do some experiments with locking the bicep to a small shoulder joint bone, and seeing if I can make the bicep follow the shoulder bone, rotating on its off centre axis...
  10. The delete keyframe doesn't delete the constraints, but it does reset their orientation back to 100%. I just checked what was different, and with being a relative beginner to rigging, I didn't realise until now... But clicking on the bone, then opening the bone in the Workspace and deleting the transform X,Y,Z and W, left everything else intact. As for Quanternions and Gimbal lock, I reckon that it's a bit advanced for me.
  11. I give it a go, but it seems to do the same as clear action, deleting the bone constraints as it resets the figures pose. Eureka... I just figured out how to do it, go to the bones menu and manually delete the Transform rotate X,Y,Z and W on each bone in the project workspace. It leaves the constraints, and you can manually select which bones to reset. By the way, I know what a X,Y and Z axis are on the transform rotate, but whats the Transform rotate W for?
  12. I've tried clear before, but it also clears out my constraints on my bones. I was more after a zero pose command, but I don't think there is one. I wonder if its possible to make a zero pose, if there isn't a zero option on the action screen. Then again, action doesn't work like that, or was built for that. It was made more for walk cycles and movement, rather than what I'm trying to use it for...
  13. In the action window, is there any way to zero your characters pose back to what it was in the start. You know, to the same pose as what it was when it was modelled, as I'm mirroring CP points and fanbones. And as there isn't a copy and mirror paste, on Animation Master for these for individual CP points and bones. I'm having to do it one by one, and finding the same CP point on the other side is a pain, when the model isn't exactly lined up.
  14. Yeah! That did the trick... I had to click on the shortcut to load up the action, then go into the menu and physically drop the action onto the shortcut of the model. Nice one, thanks... I didn't know you could tie bones into poses, it opens a lot of possibilities, as well as saving a lot of time modelling poses...
  15. My constraints are, Orient like and bone limit constraints, using fanbones. The fanbones wont operate when in the choreography, a pose will only give you 0 to 100%. The fanbone assembly I'm using, gives me full 360 degree control, across X, Y and Z axis. But three poses, could in theory give me the same movements, and is a good idea. But it wouldn't answer how to save bone limit and orient constraints, unless I'm missing something...
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