DelfoZ Posted January 8, 2005 Share Posted January 8, 2005 hi, this was just a test i did based in this tutorial. http://www.cgarchitect.com/news/newsfeed.asp?nid=2305 nice tutorial. sorry for the size of the images, i dont know how to make it tumbs. Link to comment Share on other sites More sharing options...
mallku Posted January 8, 2005 Share Posted January 8, 2005 nice proportions big feet.... are you going to rigid the character? i like it its a good model Link to comment Share on other sites More sharing options...
DelfoZ Posted January 9, 2005 Author Share Posted January 9, 2005 the Biped is apply now. im trying to learn model and animate characters, so any Tip could be great. ** i know this is not the best place to post characters, but i dont feel part of any other comunity Link to comment Share on other sites More sharing options...
William Alexander Posted January 9, 2005 Share Posted January 9, 2005 DelfoZ, Looks good! Nice low poly mesh. The large feet add charactor, a style thing. The boots could stand a polymesh smooth or subdivide, a little too faceted, imho. Real cool, when are we going to see it in action? WDA Link to comment Share on other sites More sharing options...
IC Posted January 10, 2005 Share Posted January 10, 2005 I know how you feel. I only contribute to CGTalk once every blue moon cos I don't feel part of what they do there. I modelled and started animating the dancing robot below to learn a bit about character animation but I just parented all the bodyparts to the adjoining bit as there was no need for deformation. Now I've given it an IK rig to speed things up but my head hurts trying to get it to look natural.(And AutoKey is sooo dangerous!) Good fun though(when I have the time.) Link to comment Share on other sites More sharing options...
DelfoZ Posted January 10, 2005 Author Share Posted January 10, 2005 DelfoZ, Real cool, when are we going to see it in action? WDAi had no idea. i think charachter studio had a slow learn curve.i have like 5 days playing with Characters&character studio ( only at free time ). is easy add steps and make that robot walk, the hard part is when i try to make it move different for example i cant make he walk like 4 steps then stop, hold their weapon then shoot or somthing like that :S ... Another had thing for me, is the shoulder of the armor. when i move the arm, the shoulder deform too, and i supoused to be a rigid shoulder ... btw, this is the corridor where im going to make some test with this character. Link to comment Share on other sites More sharing options...
William Alexander Posted January 10, 2005 Share Posted January 10, 2005 i had no idea. i think charachter studio had a slow learn curve.i have like 5 days playing with Characters&character studio ( only at free time ). is easy add steps and make that robot walk, the hard part is when i try to make it move different for example i cant make he walk like 4 steps then stop, hold their weapon then shoot or somthing like that :S ... Another had thing for me, is the shoulder of the armor. when i move the arm, the shoulder deform too, and i supoused to be a rigid shoulder ... DelfoZ I'm no totally up on charactor studio, better understanding of Motion Builder. There are similarities so I'm assuming you are inserting or creating motion clips for the movements? Look for a way to 'blend clips' or remember the F-Curve editor is your friend (if you get to know it well enough;)). If thats helpful With the shoulder deformation, the bone structure/modifier has an 'envelope' function that can be adjusted to have less or more influence on the mesh. The shoulder or (upper spine-spine2 however the 'rig' is set up) should have a greater influence on the shoulder plate mesh- the arm bone/s less or none at the shoulder plate. Max's envelope uses a scalable gizmo, C4D uses a painting method (claude bonnett' tool) other apps are similar. Hopefully I'm not stating the obvious.... WDA Link to comment Share on other sites More sharing options...
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