AEfter Ragnarok
Avian wing progression
Wednesday, 19 August 2015 @ 1:12pm
Reasonably weight mapped chicken wings.
Which I think looks a lot better than the Lightwave model I did five years ago (weight mapping was probably still a work in progress here or at least I hope it was, I can’t remember now):
Rig test 2
Thursday, 13 August 2015 @ 11:56am
Error riddled but I’m calling it done so I can move along with other things. Like characters and sets and maybe more paintovers. Least my arm rig works which was the purpose of the exercise!
This work by ryivhnn is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
Calming down
Wednesday, 12 August 2015 @ 10:30am
Amazing what turning on the other two lights can do. Base is a bit less annoyed now that we’ve nearly finished a rig test (FINALLY).
This work by ryivhnn is licensed under a Creative Commons Attribution 4.0 International License
Action hero pose
Monday, 10 August 2015 @ 12:35pm
This pose kind of just happened shortly after I animated a “yeah…and…?” type shrug, and it reminded me of all the similar types of poses I’ve seen in movies and various pieces of art around the place, usually where the hero has been beaten to a pulp and is staggering off somewhere or stubbornly staggers back to their feet to eventually kick arse and chew bubble gum.
In other news, the arm rigs seem to work now.
I meant to do that
Monday, 3 August 2015 @ 4:35pm
Base pretending it’s not recovering from a stumble.
I stuffed up the initial walk timing and with the amount of keying I’d done it was easier to just remove them and try again. It’s getting there.
This work by ryivhnn is licensed under a Creative Commons Attribution 4.0 International License
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).