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Everything posted by Roger
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Working on trying to finish the penguin model today - the little things that need to be added in to give life to the character. Right now I'm working on the beak. I have a wireframe and a rendered image, let me know what you think. One problem I am noticing is I am going to have to adjust the front of the beak, it almost looks like it was sliced off with a knife. I may need to add another spline or 2 so that there is more geometry that makes up the beak - it may be easier to hook into the face then. I have no clue how I'm going to do that just yet.
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Never seen it. I'll have to do a search. I think I'm done for tonight - I'm fading fast and making silly mistakes with the rigging.
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So - working on rigging the snail now. Any suggestions on rigging? I'm trying to keep him *super* simple. So far I am going with 4 spine bones. Was going to assign one another bone to the shell and make that a child of on of the spine bones so it follows the snail - although I probably should designate one of them the "pelvis", maybe? Thought about doing 2 bones per eye stalk so they can move around. Hope to have rigging done in no more than an hour or 2. Its a very simple character so I don't think thats too ambitious (or maybe it is).
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For specular highlights to show the rest of the white of the eye will need to not appear full white. If the white of the eye has much ambiance turned on that will compete with the shiny specular highlight. That makes sense - go with more of an off-white then?
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Ok - here's the shots w/ the snail texturd - not great but I'm going for more of a cartoon look. I need to get this lit and animated tonight.
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I'm working on materials right now, I'll post a screenshot in a sec. I am trying to make a shiny white material for the eye and a shiny black material for the pupil - almost like a highly polished billiard ball. Have some problems, though. Anyone have any settings they recommend trying? For the white I think I am doing 255 255 255 for the ambient and difuse colors w/ 10 specular highlights - it doesn't look quite right.
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Doh! adjust the shape to fit. you may want to look at a real snail pic to see how the shell sits on its back. I'd lock off the shell mesh, go to shaded wireframe mode and then push pull points on the body to fit. the 6 key constrains a CP to its "normal" so you can easily move it in or out of the mesh . Yeah, after thinking some more about it I figured there probably wasn't going to be a quick and easy way, unless I wanted it to look horrible, so I'm pulling points as we speak
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I believe I have figured out why the rotate manipulator was acting oddly, I was in birdseye mode a the time and not front, top, right, etc. I'm going to work on putting eyes into the eye stalk, I don't suppose anyone has any suggestions on how to get the body to look as if its coming out of the shell naturally?
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OK - I guess looking at it again its a single rotate manipulator, with one ring for each axis. But it seems like its off somehow - is there anyway to "snap" it back to the proper position? When I try to move the manipulators to line up w/ the x y and z axis, as soon as I let go it is off again.
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So, I'm working on the snail again and now I have 2 rotate manipulators on him instead of just one - I'm wondering how to go about making him a single object so that I don't have to deal w/ this. It makes it a bit difficult to spin him around when modelling. I wonder if its a result of making the shell as a separate model and then importing that.
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OK, answered my own question - looks like you do need both circles, or it doesn't work right. I just sorta guessed at the grid placement, and got something that came pretty close this time. Going to slap it on the snail. And here it is:
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This is what I came up with - I believe the size of my circle and the placement on the grid are the only things that are different. I used the same settings that you had input in the dialgo box.
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Is there reason for doing 2 shells? I just need the one - will the plugin not work without the 2nd circle? Do I need to place it in a precise spot on the X-Y grid, or just so it crosses the Y axis by a little bit?
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Here's the antenna - still trying to decide if its better to put the eyes up there, or have separate eyes down by where the mouth will be (not anatomically correct, this is meant to be a cartoon snail)
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LOL I found your tute by doing a search for shell - I've been playing w/ the duplicator for a good 20 minutes now - I get something that looks vaguely shell like but the problem is its open on both sides - imagine if the snail had a duplex? That's the only way I can describe it. I am also working on the antenna/eye stalks - not sure if its better to extrude a circle to make them or just lathe them from a spline. I guess it could go either way.
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I'm entering a little contest, so I decided to create a *really* simple char and do a 30 second animation. I decided I would do a snail. So, I'm going to post him as he is progressing. Let me know what you think. Here is the first screenshot:
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There was an option in older versions of AM to set the patch color of something - this was a quick and dirty way to get a "textured" model without creating a material - I used it to get a rough idea of what things would look like. Do they still have patch materials or no? I can't find them. I thought you could just make a selection, right click, and that would be an option - at which point you would get the color picker to pick the patch color. Its been a while since I've used it, the last version I can remember it being in was v12 or v13. Maybe it was just moved.
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I'm going back to working on rigging for a bit. Anyone have any idea why if you select a spline ring, edit the cp weights, delete the current weighting, and then go to add bones to re-weight, why AM would pop the same bone in there twice by itself? For instance, I deleted the current weighting, then add bone1 and bone2, and they each weight to 50% - but then AM puts another instance of bone1 in with a ? next to weighing, toggles the first instace of bone1 to 100% and leaves bone 2 at 50%. I have no clue why its doing this or how to fix it.
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How exactly do you adjust which way the normal is facing?
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Well I may have fixed my own problem by doing a copy-flip-attach, if only I can get the 5 pointers to close on the other side. Roger
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I am frustrated by rigging, so I thought I'd take a break to work some on modelling. Right now, I'm working on an old-timey looking padlock for a treasure chest. I seem to be having a problem with the 5 point patches causing creasing. Any thoughts why they are causing creasing on one side and not the other?
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Thought I'd post a fixed (more or less) penguin. I still have to sort out the bones - but I'm hoping to get that done tonight, or maybe tomorrow.
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See my thread in rigging and relationships - after looking at the Zundel tutorials it is making a lot more sense. Still a few things confusing me. Sorry I haven't posted for a while, been busy with work and other stuff. I've got a few days off and I've decided that I'm going to have at least one fully rigged character by the end of that time.
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Select the parent bone and hit the Translate Manipulator button, then use the manipulator to move the the parent and all its children around. Use the Rotate Manipulator to rotate them. Use the Scale Manipulator to scale them. For your particular character, since it is pretty simple, you may be better served by learning how to build your own simple rig. Give it a try. Once you are familiar with the basics of building your own simple rig, installing some of the other rigs will be a little easier to understand. Robcat has a couple of video tuts to get you started: http://www.hash.com/forums/index.php?s=&am...st&p=206902 http://www.hash.com/forums/index.php?s=&am...st&p=306495 And here is one on using the various constraints: http://www.hash.com/forums/index.php?s=&am...st&p=249019 That is kind of what I was thinking, the penguin should not be terribly tough to rig. I will see where I go with that before trying the other ones.