sprockets Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ.
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Hash, Inc. - Animation:Master

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Posted

Well, I've tried following David Rogers' tutorial in his book. Here's what I have so far. I'm not necessarily going for 100% anatomically correct, but I would like that muscular/superhero style look. Please, crits are welcome as I'm not very good at the organic side of modeling :) Fortunately, about a year ago I did this fairly intensive study of the muscular male body for some superhero drawings I was doing, so I have a fair idea of the proportions on paper, translating to 3D is a bit trickier for me

 

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Posted

No, this isn't for a specific character. As I said, I was just kind of following Rogers' tutorial and he just kinda went at it. Of course I'm making mine for more realistic proportions, the character he was modeling it for was short and had different proportioned body parts for the look he was going for. Perhaps I shall draw up some sort of superhero character or something to use

Posted

Yeah, especially with the arms out type thing, there' very little to judge by whereas if the arms are down, you can judge their length by how far down the thigh they go, so yeah, guess it's time to design a superhero :)

Posted

Okey dokeys, so here's Mark 2. actually I didn't model from scratch, just manipulated my current mesh to fit the rotos that Photoman provided

 

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EDIT: Oops, I can notice some spots now that need fixing!

Posted

Yeah, what happened there is as test, I lifted the center up some (cause pecs aren't all one piece obviously), however, with the current density of the mesh, it makes the pecs become pointy and lose some definition, so I got to go in and add some more splines around the center so I can sculpt more properly

Posted

Well, I tried some feet. This is my first time on feet. I dunno, at some angles they look all right, at others, not so much.

 

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Posted

Yes. The top ring will hold the shape of the lower leg. The bottom ring will hold the shape of the foot. The center ring does the bending. Think of a drinking straw. If you bend it, the straw pinches around the bend. The bendable straws have those rings which hold the shape of the two parts of the straw so that they don't pinch.

Posted

Well after a bunch of searching, I found a few pics from the comics which I used as rough rotoscopes. Haven't done much tweaking since the CFA, but this turned out surprisingly well. Usually there's a lot I have to tweak after a CFA

 

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Posted

Weee, simcloth is tricky, trying to find out why the cape disappears after frame one and doesn't drop or become fabricy. Lots of numbers to play with and using WillP's guide to Simcloth

Posted
Weee, simcloth is tricky, trying to find out why the cape disappears after frame one and doesn't drop or become fabricy. Lots of numbers to play with and using WillP's guide to Simcloth

 

Make sure the mesh with the clothe group isn't touching anything on the first frame of the simulation

Posted

The Simcloth will disappear if there's too many collisions. You may have already figured it out, but be sure to change your Chor's default Collision Tolerance setting. By default it's 3, which you probably don't want. Try setting it to 0.3 or 0.1 as a starting point. (Choreography -> Properties -> SimCloth)

Posted

Just tried it and it makes it work much better. However I'm still getting some mesh deformations, especially up at the curve around the neck, how dense should the mesh be for doing simcloth?

  • Hash Fellow
Posted

Simcloth need to start NOT in contact, or even close, to the mesh it will be contacting. If it's a cape start it detached and then move it into position at theback of neck.

 

Increase the "damping" to reduce liveliness.

Posted

Ok, thanks, I have now gotten rid of the deformations and the cape blows in the wind. I'm playing with the Stretch and Shear values and does this mean I can make the cape stretch as it would imply, because Superman has a fairly large cape and having it stretch would be good :)

  • Hash Fellow
Posted

Cloth doesn't really stretch much. Rubber stretches. I'd set "Stretch Stiffness" fairly high. Set air drag fairly high too.

 

Cloth shears more, that doesn't need to be very high.

Posted

Yeah, I kinda figured out the stretch setting a while ago, but what exactly is shearing? Now mind you, his cape isn't overly stiff and I think I'm close to something half decent with it. I did make his cape bigger. And what's the air drag do?

 

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  • Hash Fellow
Posted
Yeah, I kinda figured out the stretch setting a while ago, but what exactly is shearing?

 

 

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And what's the air drag do?

 

A chain mail shirt would have little air drag. A silk shirt would have much air drag.

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