sprockets Learn to keyframe animate chains of bones. 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
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Hash, Inc. - Animation:Master

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Posted

Need some help/feedback doing this parrot..(in beta3 of v11.)

 

How can I get the feathers graduatly be bigger as they run down the body..

Any tips!? ( I thought I could give 11-beta version a production try.;))

 

Thanks

/zued the swede

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Posted

Sounds tricky. Maybe using grouped patches? ie frist group has small, next has medium and next big.

Posted
Maybe using grouped patches? ie frist group has small, next has medium and next big.

 

yepp.. I kind of waited for that answer..but I´m lazy ;) so I thought I could use some of the new features in v11..

 

/zued the swede

Posted

There might be. I'm sure "Randy the hair man" will let you know if no one else does. :)

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Posted

I like Ken's suggestion! Group different areas.

You'll probably want your top (higher) feathers group to be on top (lower) in the PWS.

 

You might be able to vary the size... seems like I saw that in the info on hair images... maybe not

 

Personally I think you're trying to butter up steve@hash.com by modeling the 'bird'. :lol: (Why didn't I think of that before)

Posted

Or what might be even easier would be to use a height control map that would start darker at the head and steadily get brighter as you come to the tail. Of course around the stomach area you would want to keep a more general shade. Though you would want a seperate group for around the nose to get more of that fuzz look. But you get the Idea. Hope this helps.

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