It's organic (riggers HALP! (possibly nudity-ish (no 'detail'))

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

It's organic (riggers HALP! (possibly nudity-ish (no 'detail')) // Work in Progress

1  |  

Post by Weevil // Sep 11, 2008, 5:48am

Weevil
Total Posts: 534
pic
So, sorry for this being abrupt, I'm running out of time, the backstory to this, I got requested back on Arwinglanding if I could do the character Kate o'donnell, a fan-made SF character by an Artist called Shatterdorn.
http://schattendorn.deviantart.com/art/SF-C-Kate-O-donnell-82364703

Following on my usual hail mary tactics, I asked for front/side drawings of her. (not shown as per request) and started off.

For those of you who've been around long enough...eh...maybe I'm not the best for this...But hey, suck it and see and started off.
http://i72.photobucket.com/albums/i192/Weasle_01/body.jpg
http://i72.photobucket.com/albums/i192/Weasle_01/alllimbsrendered.jpg

And then came the head and clothes
http://i72.photobucket.com/albums/i192/Weasle_01/nearlyfinished1.jpg
The the hair, I had to poly model it....eh...That was a pain
http://i72.photobucket.com/albums/i192/Weasle_01/face.jpg
I've also added the tail and added her as a head in the facial animator and...by god...it works!

http://i72.photobucket.com/albums/i192/Weasle_01/characters/kate/neutralangry.jpg
http://i72.photobucket.com/albums/i192/Weasle_01/characters/kate/suprised.jpg

Right, now it's come to the rigging. I've tried rigging before and I always had to rig twice everytime.

Once to rig, then second because I realised I accidently di a 1D joint...
So, I'm gonna need help (again)

Quick questions:
How can I stop the shoulder joints from rigging wrong (they turn it the wrong directions etc)
Can I just GLUE the objects together, ie they don't have to be booleaned together do they?
Will this conflict with the facial animator?

Post by W!ZARD // Sep 11, 2008, 2:41pm

W!ZARD
Total Posts: 2603
pic
Looking good Weevil - though I would have used the Workspace for the modeling - it's far more stable and has better tools IMO (Loop Selection for example).


The morphs in Workspace will do much of what the FA does but the FA does have the distinct advantage of syncing to Wav files.


Sometimes it can be difficult to choose which modeller to use as each has advantages and disadvantages. Either way, this is a nice job you're doing here.

Post by Weevil // Sep 12, 2008, 8:44am

Weevil
Total Posts: 534
pic
Eh...I don't like using 7.6, it's too...clunky...and irritating...and slow...and more irritating that I have to wait for the scene to load for a decent couple of minutes, then either to find that it just plain crashes, and then to wait for modelspace to load EVERYTIME I WANT HALF THE CONTROLS only to find I'm playing the same roulette game as above...

I love you Caligarti but I really don't like 7.6. The passion I don't like what you've done to TS is nearly holy...

So yeah, I'm using the facial animator...Please no-one TS 7.6 and 'what it can do for me' in my prescene...I might go off on another one...


Anyway, cheers man...But...I just spentlast *checks* Bloody hell...5 hours sorting out this damn rig AND LEARNING HOW TO RIG AS I GO...Garn, so here we are. Kate. Doing the crouch, that's not all she can do, I was getting rushed...I may need to look into truebones (if it's free or whatever) to help...I read somewhere in the about mocap...hubba hubba

http://i72.photobucket.com/albums/i192/Weasle_01/characters/kate/Dothecrouch.jpg

Post by Hatchetman // Sep 16, 2008, 9:04am

Hatchetman
Total Posts: 20
Quick questions:

How can I stop the shoulder joints from rigging wrong (they turn it the wrong directions etc)

Can I just GLUE the objects together, ie they don't have to be booleaned together do they?

Will this conflict with the facial animator?


I had a problem like that too.. my guy's arms started hanging at his sides rather than raised laterally.. made the joint limiting all wonky.

Post by Weevil // Sep 17, 2008, 11:17am

Weevil
Total Posts: 534
pic
Well...I sorted out my joint irritation. I've first off found a lovely little sticky outy thingy that can move the joint's orientation...things are tickety boo. I just need to move things around.

Unfortunately I got a call that said...Can you move the eys areound and the chin back...
Ahh, I said...I've frozen it up. So, I had to go back to the UN frozen version and moved things around...So I've now actually got an eyeball not a specially modelled thing.

http://i72.photobucket.com/albums/i192/Weasle_01/eye1.jpg
http://i72.photobucket.com/albums/i192/Weasle_01/eye2.jpg
http://i72.photobucket.com/albums/i192/Weasle_01/eye3.jpg

But as a question. The detail on the top layers (of the subdivides) sometimes just...go away if say:
Once I undid a painting operation, it disapeared then
I select a vertice, or edge, I try to move it but it doesn't move, then when I unclick either the detail disapears OR eve in 3DR the object only shows up in wireframe and in it's base layer...so I have to unNurbs it getting rid of the detail anyway. I can't avoid it, just...what gives?

Before, I had to amputaed her head and attach it with the link object to bone button, but after I move her a certain amount then gaps started appearing so I asked him to draw a collar, or necklace or, stich markings or something to cover it up.

BUT!!! The lip sync works! (on the older model)
http://i72.photobucket.com/albums/i192/Weasle_01/th_speech1.jpg (http://s72.photobucket.com/albums/i192/Weasle_01/?action=view&current=speech1.flv)

Just ignore my amazing music taste ;). It's not all like that...honest.

Post by mrbones // Sep 28, 2008, 1:24pm

mrbones
Total Posts: 1280
pic
Hi Weevil,


Any progress on this one?


A few suggestions if I may?

Post by Weevil // Sep 29, 2008, 4:24am

Weevil
Total Posts: 534
pic
Yarr progress. Go ahead with your suggestions mate, I should update first though ust in case I've covered anything.

http://i72.photobucket.com/albums/i192/Weasle_01/Readytorig1.jpg

Watermark was there as an example somewhere else, but that's my watermark for now on.

The face...is wrong, no ones fault per se it's just that he drew thinking in 2D and I made it thinking in 3D. The muzzle looks like it should belong to a guy. But it all works.

http://i72.photobucket.com/albums/i192/Weasle_01/neweyes.jpg
http://i72.photobucket.com/albums/i192/Weasle_01/neweyes2.jpg
http://i72.photobucket.com/albums/i192/Weasle_01/neweyes3.jpg

And rendered five minutes ago because I've made some changes (iris, teeth a plausable facial animation)
http://i72.photobucket.com/albums/i192/Weasle_01/newkate1.jpg


Now. The rig on the body works quite happily, Schattendorn has said it's perfect so far. What I've done is rigged up everything minus the head/hair, gun and now the hands, which I rigged seperately. On the hand front, they don't want to connect (the wrist and hands), so does that mean two different objects with two different rigs won't talk to each other?

Also, I've glued everything because there may be some costume changes, does that affect much?


FOR MRBONES!
Truebones. It's mocap data right? Preset animations and rigs correct? Or can these be custom amde and edited? Considering though that my budget is strictly £0 I may have to find another way to look at this but is that the deal with it?

Post by mrbones // Sep 29, 2008, 1:19pm

mrbones
Total Posts: 1280
pic
Ok,


I see its coming along, Are you rigging bones in the workspace or model side?


I was going to suggest rigging before using subdivision, once rigged I would try using ss, then use the normal map button.

Post by Weevil // Sep 29, 2008, 10:08pm

Weevil
Total Posts: 534
pic
The mesh is 'frozen', I subdivided it first while modelling it. and I'm using ts 6.6 so I guess it's modelside because there's no workspace.

I couldnt rig before I did the SDS because I had to into the higher layers or the control cage and edit some things around (like the collor bones, belly button) and esspecially on the head. At the time I had the intention that it was all going to be one object...that's changed now but the head has to be re-modelled anyway.

In the rig itself, the bones that were giving me grief was the shoulder bones and still is the feet, the polygons kept/keep on crunching and seperating, I don't know how to fix it. I'll try and get an image of the problem at some point...
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn