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 (edited)

I decided it was time to get someone to drive my various vehicles. This guy will perform two roles. The first will be to drive around the pickup truck https://www.hash.com/forums/index.php?showtopic=48329 . With a change of hats, an added mustache and a pair of goggles he's ready to be a locomotive engineer. My thanks to Mechadelphia for the Saucy Rig.

 

The skin and cloth textures were chosen to make a reasonable impression at a distance, so they tend to break down upon close inspection. The stretching in the coverall decals comes from only flattening and applying a front and rear decal. I suspect I'd get less warping if I had gone for left front, right front, left rear and right rear. But this good enough for an "extra" who happens to be driving the real stars, i.e. the vehicles.

 

composite_a.tga

RodgerRfigA.jpg

 

composite_b.tga

RodgerRfigB.jpg

Edited by robcat2075
Added JPGs of TGAs
  • ____ 1
  • Hash Fellow
Posted

He looks real good, Rodger!

 

Suggestion... make the first and third fingers shorter than the middle finger to avoid the rake look. The apparent difference in length actually begins at the knuckle line in the hand which is curved and angled rather than straight across the hand.

 

 

stock-photo-bones-of-the-hand-labeled-22

Posted

 

Suggestion... make the first and third fingers shorter than the middle finger to avoid the rake look

 

I did. I think that particular pose tends to hide the fact. But thanks for the suggestion Robert, because it motivated me to take another swing at the model. I concluded that the rake-like effect partially came from the fingers being too thin which may have been because this hand mesh originally came from the barbarian in Jim Talbot's Leopard Queen project on the Extras DVD. (He has elongated fingers and nails and his thumb nail seems to be oddly positioned). So along with a number of CP tweaks, I slightly fattened the fingers, shortened the pinky, rotated the thumb and made the knuckles and tendons even more pronounced. The best part was I stumbled across a useable bump map to add some skin texture.

farmer_comp_d.jpg

  • Hash Fellow
Posted

Hands certainly have come a long way since barbarian days. :o

 

 

I still think you could go bigger on the arc of the knuckles and either move them farther into the hand or move the webbing farther out.

 

 

hand.png

Posted

OK Robert, howzabout this? I paintshopped the real xray to rotate the fingers at their knuckles so they more closely matched my at rest pose. Then I moved all the joints in my model to match the prototype, shortened the last segments of most of the fingers and slightly extended the thumb.

farmer_comp_e.jpg

  • Hash Fellow
Posted

Yes. It's a subtle change but I think it makes for a more organic-looking hand.

 

Small detail... notice the difference in the shape of the thumb webbing.

 


It occurs to me that I have misidentified the axis of rotation with my blue line. If the first Phalanges bone slides on the stump of the Metacarpal then the apparent axis is probably inside the stump rather than in the gap between the two bones.

Posted

Wow- looking good Rodger! Hands look better now- amazing how the eye is drawn to hands. I will always add 2 poses to my characters called FIST L and FIST R... 90% of a hands motion is simple opening and closing, with these poses you can simply keyframe variations and it keeps the hand from looking 'karate-chop'py... or dead.

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