Creative Tanks Project - nCloth Sim Tests
I'm busy Investigating ways of doing pipes for the chair for the project i'm working on in 3rd year. Had trouble controlling the spline IK Hair curve method. But that seems to be a much much quicker way to evaluate the pipes, and will probably try figure it out in the coming days. In the meantime I've done tests with ncloth, I've not had much experience with nCloth at all so I'm quite happy that I got any result at all.
Showing posts with label Rigging. Show all posts
Showing posts with label Rigging. Show all posts
Thursday, May 19, 2011
Friday, May 06, 2011
Rigging Exercise
Fast rig / animation exercise
I felt like making a four legged run, so inspired by South African Studio, Luma, and the bun&bunee design. I made and animated this cute little robot.
The Idea was to see how fast I could create and animate something. In hindsight I should have noted the hours.
Completed in 1 Day.
All the rig has is:
Stretchy ik limbs with SDK foot rolls and banks and a Fk Head.
Side note: I have no clue why it's funny looking in the beginning, the original mp4 I have is fine. My assumption is that something happened when I uploaded it to YouTube. If you know the reason why this happens feel free to let me know.
I felt like making a four legged run, so inspired by South African Studio, Luma, and the bun&bunee design. I made and animated this cute little robot.
The Idea was to see how fast I could create and animate something. In hindsight I should have noted the hours.
Completed in 1 Day.
All the rig has is:
Stretchy ik limbs with SDK foot rolls and banks and a Fk Head.
Side note: I have no clue why it's funny looking in the beginning, the original mp4 I have is fine. My assumption is that something happened when I uploaded it to YouTube. If you know the reason why this happens feel free to let me know.
Thursday, May 05, 2011
CT Character Rigging 02
Mostly completed the body rig.
Still need to paint weights for the "render res" model. Next is to start on a blendshape driven face rig.
Hoping the maya expressions wont slow it down too much during the animation phase later.
Still need to paint weights for the "render res" model. Next is to start on a blendshape driven face rig.
Hoping the maya expressions wont slow it down too much during the animation phase later.
If you looking at this picture and saying: "Cool! but why is he cut everywhere?"
Then to you I say: "My recent browsing of the forums have enlightened me that
if you parent geometry straight to the bones it speeds the rig up quite considerably."
Fast rig = Happy time for all.
Monday, May 02, 2011
CT Character Rigging 01
Finishing up the Character Rig for the project I'm working on in my 3rd year. This is the base Model/Rig that we'll be using and then using facial blends and different texture maps to make different characters,
I've got the low poly model that's been cut up and parented to the bones for max speed (apparently this is a very fast way of doing things) and I've got the normal body that I'm going to skin and smooth for higher res versions. Thinking about making the Collar and Tie nCloth, or maybe the collar with jiggle.. Will be testing out those options soon.
I've got the low poly model that's been cut up and parented to the bones for max speed (apparently this is a very fast way of doing things) and I've got the normal body that I'm going to skin and smooth for higher res versions. Thinking about making the Collar and Tie nCloth, or maybe the collar with jiggle.. Will be testing out those options soon.
Subscribe to:
Posts (Atom)

