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Author Topic: Stocking  (Read 6281 times)

Airedale11

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Re: Stocking
« Reply #15 on: September 19, 2012, 04:44:07 am »

Alrighty, I took headwax's firm "No!" to heart....

I just wanted to see if I could make this girl, and see if animation and all was feasible if re-creating with that distinct, curvy style of this sort of anime... Got legs done, but need to adjust the shoes abit...

Airedale, I hope ya don't mind....
Oh my word, that is much better than I can ever do.  :o

Okay, I think I have a little issue. My anim8or only has two renderers OpenGL and Scanline. Does anyone know where I can get ART?
Oh, and also I was wondering if someone could look at my model personally and maybe help me tweak a few areas that need it.

Attached is the model and the eye texture.
Are you using the v0.97D preview? Or v0.95C?

Haha, wow. I just checked and saw that I was still using 0.95 XD
I'm busy downloading the newest version.
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Arik_the_Red

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Re: Stocking
« Reply #16 on: September 19, 2012, 04:41:05 pm »

Airedale, judging from what I see of your work, I would hardly say that my bumbling around is better than you could ever do.

I hope you carry on as I want to see what you end up with. It's fun to see folks making things in anim8or, and putting the program to its fullest use regardless of the limitations we all face.

I do hope you are alright with me joining in, because this looked like a challenging little project with things I would like to see if I can accomplish as well. I am showing all this in the hopes that you will carry on with your fine work, and see if any of these tips/techniques might be of interest to you, and see if you have any ideas that I might learn from as well.

I want to see your work come to full circle and take a great final shape.


All that said, I think the only thing I've really done a bit more of so far would be in my work with the legs:

Leg Cylinders: I created a basic vertical cylinder wider at the bottom. The bottom/sole of the leg cylinder is filled, while the top has no face, is open-ended.

Feet/Shoes: I converted the leg cylinder into mesh and "cut faces" on the lowermost part of the leg cylinder to make a rough shape of the shoe - forming the upper front/toe area, sole and heel. When cutting out the heel, I lost the sole faces, so went underneath and reconnected them, drawing in vertices as necessary to reshape and fill in the faces, and restore the solidity of the bottom of the shoe. I then selected the points in the forward area of the shoe and stretched them forward more to accent the foot shape a bit and make it more pronounced than the main leg, distinguishing the shoe. Finally, I selected faces of the shoe sections (see the attached "SnapShot 1" and the colors of the areas I grouped), "extrude connected" them in groups doing the heel/sole sides together (orange), the main shoe and upper "strap together (green), and the front crscent spot above the toe (lavendar). At this point they look tightly connected, even though each area has a face-gap between the other areas that is simply flush to the neighboring selected/raised area. This is important in the final "form change" effect.

Warping Leg: Using the Modifier button to first "curve" and then "bend" the leg, experimenting with the rate of curve and bend to get the form, and rotating the object to keep it in a decent standing position, foot flat to the ground.

Final Leg and Shoe Shaping Technique: To give the leg its final "nice shape" and accentuate the shoe, I went to "Build/Subdivide Faces" and used the default values, bringing out the accents in the shoes. Since the shoe and leg area now had a slope for the transition from one to the next, I selected the points at the top of the "slope" and pulled them down below the upper rim area of the show, which createda nice effect of the leg/foot slipping into the shoe. If you look at "SnapShot 2" you will see the area that overlaps at the top of the shoe, and how I pulled those points/vertices that were originally above the show line down beneath to give that nice "in the shoe" effect.

Now that the base leg is in shape, time to make left and right... so, I pulled the leg to left of center of the work area, rotated it for a pigeon-toed effect... Stocking's artwork indicates that she is pigeon-toed as they often do with this type of anime... and I mirrored the leg, resulting in a nice left and right leg in proper pigeon-toed pose.

Am unsure about how to best fix these legs for flex and bend at knees, but think I have an idea and need to experiment. Nevertheless, it seemed appropriate to turn them in and such as part of the base model, and then adjust bones, etc., accordingly to adapt to the natural inward-turned pose later.

I might be wrong, but will see and learn the hard way.

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Airedale11

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Re: Stocking
« Reply #17 on: September 19, 2012, 06:08:32 pm »

Well, I updated the leg a little now, making the foot sharper and adding the heel for the shoe.

Also, does anyone know where I can get the universal mirror script? I can't find it anywhere.
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Arik_the_Red

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Re: Stocking
« Reply #18 on: September 21, 2012, 02:54:18 am »

This has been a fun little work... Airedale, thanks for putting up with my trying this model, too. Got a bit more work in, but still needs ears, hands, bow and a few other little details... Am not sure I am happy with the hair and eyes, either.
« Last Edit: September 21, 2012, 03:31:03 am by Arik_the_Red »
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Airedale11

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Re: Stocking
« Reply #19 on: September 21, 2012, 06:03:14 am »

This has been a fun little work... Airedale, thanks for putting up with my trying this model, too. Got a bit more work in, but still needs ears, hands, bow and a few other little details... Am not sure I am happy with the hair and eyes, either.

Hey, that looks pretty great. :) Good job.
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Arik_the_Red

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Re: Stocking
« Reply #20 on: September 23, 2012, 06:28:41 pm »

Here, I am making her with moving eyelids and pupil... making the eye move is tricky when it isn't a sphere. Also, didn't like the mouth, so thinking about how to make it right...

But, I did get the bow in hair (not visible from this angle) and on her back ... and other little detail things.

Airedale, how is yours coming? I hope you're still working it!
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Airedale11

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Re: Stocking
« Reply #21 on: September 24, 2012, 09:28:18 am »

Well, I didn't want to make a physical eyelid, so I made a new "blinking" mesh and I used a morph target to make the eyes go into the head and the "blinking" mesh go out on the face.
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Arik_the_Red

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Re: Stocking
« Reply #22 on: September 24, 2012, 06:14:50 pm »

I can't wait to see that... I haven't really got into morphing still, even after all this time...I should take on that taks and see what I can make that way, too...
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