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3 Dimensional Chat / A mildy good idea!

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kaymation
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Posted: 14th Oct 2006 00:34 Edited at: 14th Oct 2006 00:35
Well i guess its safe to say i am no n00b at blender, though i still have much to learn i just hatched an awsome idea. No one likes rigging/ naming bones correc t? well i just though of a new idea. Model a skeleton- not out of armatures, out of objects, you can cut corers, as long as you have the shape. Model a body around this skeleton and set soft body. BAM! time to animate
Did that take long?

edit- comments concerns? go easy this is my first idea to help the modelling comuntity evr lol

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CreamPie
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Posted: 14th Oct 2006 12:05
kaymation,

The process to creating an animation-ready character is much more involved, with many other necessary steps to be taken. On top of this, the Soft-Body system can be very processor intensive. Especially when applied to a complicated mesh.

The Naming Bones convention is useful for pose flipping and for referencing.

All of the combined techniques for character animation setups are there so that the animator can rig the character to his fitting. I have not said anything here to be harsh. However, I do wish to summarize some logical reasonings behind the complication of character rigging.
kaymation
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Posted: 14th Oct 2006 16:27
well i havent had achance to try it yet

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CreamPie
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Posted: 15th Oct 2006 04:22
kaymation,

I really do wish the animation rig process were easy as laying some skin on some bones. However, it is accually(though frustrating at times too...hehe) a fun challenge dwelving into the complications of it all.
Seppuku Arts
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Posted: 15th Oct 2006 13:01
I have a mildy good cheddar, want some?

I think what you need is the skeleton, make a generic one, apply it to differant objects, it should be a quick and easy job anyway, if you have Softimage with Gator or something similar, you only need to rig once and apply the same rig to differant objects with a few clicks.

Rigging isn't really a difficult or painstaking process, you just need to know how to do it, but as you use Blender, I do see where the difficulties rise, but still its not a painstaking process or slow for that matter, unless you're gonna go fancy with biped rigs or muscular motion etc.

Oddmind
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Posted: 15th Oct 2006 19:41
isnt that called a biped?

formerly KrazyJimmy

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Seppuku Arts
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Posted: 15th Oct 2006 23:10
I'm referring to one of C4D's new features with C4D 10, I thought Mocca already had biped and this whole muscular thing was a new aspect, I guess I got it wrong.

Oddmind
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Posted: 16th Oct 2006 00:04
no im talking to kaymation... i dont know anything about C4D but what hes saying sounds like a biped from max or something.

formerly KrazyJimmy

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CreamPie
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Posted: 16th Oct 2006 00:42
Quote: "I think what you need is the skeleton, make a generic one, apply it to differant objects, it should be a quick and easy job anyway, if you have Softimage with Gator or something similar, you only need to rig once and apply the same rig to differant objects with a few clicks."


I agree.
Medieval Coder
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Posted: 16th Oct 2006 02:30
Can you use the animations you make in softimage in DBPRO?

Seppuku Arts
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Posted: 16th Oct 2006 19:04
I think so, download the demo and try, I know I said I would try, but I don't have the length of time to actually sit down and do a tutorial on animation in Softimage, if they were normal IK rigged object, I would expect they would, I mean Softimage is very game dev orientated.

kaymation
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Posted: 17th Oct 2006 18:40 Edited at: 17th Oct 2006 18:40
what is a genericskeleton?
i wonder, is there a way to make a skeleton a deflector?

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Seppuku Arts
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Posted: 17th Oct 2006 18:57
a skeleton that is generic, a skeleton you've made that you can reuse over and over, like I have a generic head for my low poly characters, a head that can be adjusted for other models.

Redmotion
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Posted: 17th Oct 2006 21:44
Quote: "Can you use the animations you make in softimage in DBPRO?"


I have. It works quite well - especially boned based animation and SRT (scale rotate transform) animation. I think you can 'plot' the animation before exporting so that the very subtle curve based animation that you can do in XSI can be kept inside the direct.x file.

There is one problem with exporting direct x files from XSI though: the x-axis is reversed so currently the exporter mirrors your entire scene/model along the x-axis.

This also means that the textures appear to get screwed up. You have to flip the textures as well and it looks fine again. I'm not sure if you can mirror an object in Dark basic Pro but that might solve everything.

I'll be doing some tutorials about XSI around here quite soon.

BLACKMESA:SOURCE - mod for HL2 - Texture Artist
BIRTHSTAR:FRONTLINE - Texture & Environment Artist
kaymation
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Posted: 17th Oct 2006 22:32
well rigging is the par i hate and you need to name to rig

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Redmotion
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Posted: 17th Oct 2006 23:54
Quote: "well rigging is the par i hate and you need to name to rig"


You mean, naming the bones? (Or "limbs" in DBPro). "Rigging" is a three step process:

1. After making your model, you construct a skeleton using bones (these are really deformers chained together so we can relate to them)

2. Once you're happy with the locations of the bones you need to skin them with the model. (in XSI this is a three click process. Select the mesh model - then select Envelope > Set Envelope - middle-click on the skeleton(bone model). You're done.)

3. Thirdly you have to tweak the "weightmaps" which is a colour coding on the mesh. This allows you to see what bones influence which points on the mesh. You move the bones to check this, undoing immediately afterwards.

(See attached picture for weightmaps example - note the colours of the bones on the left (and their names) correspond with the colours on the mesh.)

BLACKMESA:SOURCE - mod for HL2 - Texture Artist
BIRTHSTAR:FRONTLINE - Texture & Environment Artist

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indi
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Posted: 18th Oct 2006 04:39
this theory actually works within maya.
you can swap rigs with models on the fly as well as saving poses for characters.
perhaps your just ahead of your time

kaymation
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Posted: 21st Oct 2006 05:26
blender can do envelopes but the feature may be beta

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CreamPie
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Posted: 21st Oct 2006 22:40
kaymation,

Blender has had the ability to do envelopes for several versions now. Also, Blender does give you the ability to swap rigs, or reuse them with other meshes. However, your other meshes must be setup to match the rig(verice groups).
kaymation
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Posted: 22nd Oct 2006 05:02
c00l speed rigging time

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