Character: Trinny

User avatar
Draise
Captain
Posts: 3198
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia
Contact:

Re: Character: Trinny

Post by Draise »

RAYMAN wrote: 30 Aug 2018, 20:04 Why change order???? Why change polycount???
Just move the vertices...and use that as a morph target!!!!
Keep the bones inside and move them.passiv!
It should work!!!!!
Because I need the rig to adapt to new characters with completely different topologies. Build once, use multiple times.
User avatar
Draise
Captain
Posts: 3198
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia
Contact:

Re: Character: Trinny

Post by Draise »

# The Update
I have finally got the lattice system working. After some thought, I realized the null points of the rig don't need the ribs to work on weighting - so I will remove all the ribs. They were fun to build, but the normal focused bone null control is more than enough. WOO! Less work, less setting up, same flexibility.

# The Progress

- Eyes now have correct offset
- Eyes deform and areas around deform with head squash/stretch
- All weird offsets are fixed. *Just don't use CHild Of constraints, they are really a big pain in the butt*
- Eyeball proxy now offsets and displaces correctly for eye mesh
- General head shape is now minimalized to not need the internodal deformer ribs - full rib system is working fine.
Attachments
2018-08-30_15-36-14-wm.jpg
User avatar
Draise
Captain
Posts: 3198
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia
Contact:

Re: Character: Trinny

Post by Draise »

Cool, you CAN embed gifs!?
Image

I'm shimmying my fast progress on the body now. Head is done.
User avatar
Dragneye
Lieutenant
Posts: 906
Joined: 02 Sep 2009, 22:09

Re: Character: Trinny

Post by Dragneye »

Ahh, art at work.
Love it!
User avatar
Draise
Captain
Posts: 3198
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia
Contact:

Re: Character: Trinny

Post by Draise »

Here is a little update on the arm.

Image

Arm Functions:
- Squash and Stretch
- Volume Lengthenening
- Bend
- Elbow offset
- IK shoulder
- IK/FK wrist
- FK toggle for forearm/upperarm

Hand Functions
- IK/FK fingers
- Individual finger curl control + offset
- All finger curl control + offset

I also have the viewport IK/FK toggles very much working nicely.

I'm still not sure what other feature I should add to the hand, the constraints in Blender are very easy with offset control. Rig still is working at 30+ FPS, so.. so far so good.
User avatar
Draise
Captain
Posts: 3198
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia
Contact:

Re: Character: Trinny

Post by Draise »

"When you see the soul of a rig"
Only you will be the one that knows how controllers really do their magic. If only Animators knew!
Attachments
bforartists_2018-09-07_17-36-45-2-wm.png.jpg
User avatar
Draise
Captain
Posts: 3198
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia
Contact:

Re: Character: Trinny

Post by Draise »

I have finally finished up my rig enough to start weighting. I have found and squashed a number of bugs, but in concept it is working. My only concern now is the 8 influences per vertex limit, or for fur, the full on 4 limit..
Attachments
bforartists_2018-09-10_10-56-35-wm.jpg
User avatar
Draise
Captain
Posts: 3198
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia
Contact:

Re: Character: Trinny

Post by Draise »

What have I done!?
Have I created a monster!? I don't know, but this monster of a robot creature excites me. In a good - innocent - happy way.
Attachments
bforartists_2018-09-12_19-10-25-wm.jpg
User avatar
Draise
Captain
Posts: 3198
Joined: 21 Sep 2009, 19:33
Type the number ten into the box: 0
Location: Bogota, Colombia
Contact:

Re: Character: Trinny

Post by Draise »

I was stuck quite a bit trying to get a good wrist and forearm twist. IK upvectors weren't cutting it. I couldn't offset (without drivers) the IK pole. Nore could I have proper rotation constraints.. it seems Euler is just.. a concept and all bone rotaiton is ultimately in Quaternian. Local also isn't really a thing, as rotations still work globally - meaning on elbow bend and shoulder bend, I was getting terrible gimbal lock and weird offsets on rotation.

This is one thing in the Blender core that I am nooo fan of. Softimage defines and reads out and controls Global and Local matrices as they are, as they should be, fully controllable, seperate, agnostic, and as they are, local according to bone/object axis origin, global to world center. In Blender there is no clear definition of one or the other. You can't control Global then Local with unique transform modes, and you can't drive one or the other properly. Things inherit Global/Local matrice control without any UI feedback nor definitive values whatsoever. You think you move in local, rotate a bone origin in local, then discover that the rotation gimbal is set to a global quaternian or euler that causes a gimbal lock.

So.. I had to work around.. and I found that nature has the solutions, and then proceeded to make a double forearm bone to create the twist. It worked. I should have done it this way since forever. So happy to now know! It also could work in other software.
Attachments
handwrist-wm.png.jpg
User avatar
Dragneye
Lieutenant
Posts: 906
Joined: 02 Sep 2009, 22:09

Re: Character: Trinny

Post by Dragneye »

That's an interesting thought. Two bones instead of one.
Post Reply