AEfter Ragnarok
Disgruntled
Thursday, 30 July 2015 @ 10:50am
Screencap of the latest rig test. Base has had enough :)
This work by ryivhnn is licensed under a Creative Commons Attribution 4.0 International License
Hmph
Friday, 3 July 2015 @ 12:08am
How I felt after falling over problem after problem as Sprat and I bugsquished another site, also representing yet another complete failure at getting to bed before midnight.
Also, folded arms are hard.
This work by ryivhnn is licensed under a Creative Commons Attribution 4.0 International License
Insanorig
Wednesday, 1 July 2015 @ 8:12pm
My completely unprofessional rig which is probably unusable by anyone else but does the job for me. It’s off-centre from the base (which everything is eventually parented to) because I did some ground stuff directly beforehand. The arms are a bit awkward to position at times as I’m using the targets to control the rotation for the elbows as I can’t seem to get pole targets working on arms for some reason (no problems on legs but legs are just easier). I’ll give it another shot before committing to the rig enough to transfer it to the other two models.
Seriously? Again?
Monday, 29 June 2015 @ 10:04pm
Screencap of Base after mouthing “Seriously again?” (it doesn’t have a voice). I’m trying to work out how to tackle doing bone drivers for the 10 phoneme key shapes I have. They’ll easily fit on the three mouth controllers that I have seeing as I only use one direction for anything but knowing my luck I’ll have a hell of a time remembering what’s what.
Still it may have to happen seeing as bone keys are a lot easier to move than shape key keys (I actually can’t seem to move shape key keys at all for some reason).
Blender notes: bone drivers for shape keys
Sunday, 28 June 2015 @ 1:28pm
Set up controller bones (I like them in their own Armature) and make sure the “deform” box in the bone properties panel is unchecked.
find it easier having the entire face moving around with the eye directional controller because I’m weird like that (and also they end up in odd places because of how I have the head controller).
I want to see your horrendous mistake!
Monday, 13 April 2015 @ 8:22pm
I had spent a decent amount of time regaling 10yo with hilarious episodes of my 3d experimentations revolving around the shenanigans that can happen when one doesn’t parent controllers properly or grabs bones instead of controllers by accident and stuff like that. Then to prove that parents don’t know everything I showed him that I was researching some way to use a complete dynatopo sculpt rather than finishing off the multires one I was working on. While talking to him I started fixing up some errors I hadn’t noticed in the dynatopo sculpt at the time and zoomed out a bit too far, causing a brush stroke to remove too much detail over the bit I brushed over. I cried out “OH CRAP” and promptly hit the undo combo. 10yo came scurrying into the room crying “WAIT I WANT TO SEE YOUR HORRENDOUS MISTAKE!”
Base rig test
Sunday, 11 January 2015 @ 11:51pm
This is another one of those rare instances where I post to an external site before the blog.
I haven’t had a chance to set up a video thingi yet and am not willing to do it from Christmas Island (internet is tooooooooo slooooooowwwwwwww) so I am attempting to finally try to start getting over the grudge I have against Google over their mind numbingly idiotic real names policy that resulted in the nymwars (to their credit they have seemed to realise how stupid the policy was and how stupid it made them look and are now letting people call themselves whatever, and are now no longer forcing Youtube channels to be attached to G+ pages if you decide you don’t actually want to use your own name, I have decided I seriously can’t be bothered trying to recreate my old ryivhnn channel.
Agonisingly simple shaders
Sunday, 28 December 2014 @ 7:21pm
Learning how to texture in Blender. Here we have agonisingly basic skin, lip, eye and teeth shaders (the teeth were so basic that if I’d been using Lightwave I wouldn’t have bothered with nodes but Blender seems to use nodes for anything more complicated than a colour it seems, which is cool). Should hopefully be able to build on them on a per character basis.
This work by ryivhnn is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
Blender Adventures Part 5a - quickie expression test
Tuesday, 11 November 2014 @ 10:09pm
At 8yo’s request: ‘Make him frown!’ (all the bases are gender neutral)
Seeing something mildly disturbing
Blender notes - resetting shape key value to basis
Sunday, 9 November 2014 @ 10:36pm
To get a point that was moved incorrectly for whatever reason in a shape key and needs to be reset to the “Basis” position, from Adhi on StackExchange:
Use Blend From Shape:
Select all vertices whose positions you want to reset, Execute Blend From Shape, accessible from W, Ctrl-V or Mesh > Vertices menu, Set “Basis” as shape key to blend from (by default), Set blend factor to the maximum value 1.0 (by default), Uncheck Add, so only values from “Basis” will be blended in, effectively reverting all selected vertices’ position. Kind of wish there was a slightly less arseabout way to do it but a way is better than no way.