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Author Topic: practicing skirt rig feat. Zoey  (Read 4548 times)

fromsoysauce

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practicing skirt rig feat. Zoey
« on: March 24, 2013, 02:02:56 am »

Normally when I rig a skirt I wind up doing something that looks a lot like tree roots, it allows for beautiful flows and that's cool, but it takes a while to animate. Ya'll remember Zoey Brooks from Bullet Life, right? Here is yet another model of her, where I rigged her skirt with a different bone system. It's fairly solid, but glitches up if I try to make her do any kind of one-legged kick.
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cooldude234

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Re: practicing skirt rig feat. Zoey
« Reply #1 on: March 24, 2013, 06:43:47 am »

Unfortunately I don't know any good methods of boning skeletalizing cloth. I'd using say use a cloth simulator however I know that that isn't going to work in this case.
I do like that model however, it's very clean and it looks really good for being a lower polied design.
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fromsoysauce

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Re: practicing skirt rig feat. Zoey
« Reply #2 on: March 25, 2013, 01:42:30 am »

Added some bones to iron out the wrinkles:

This new rig still has the thighs doing most of the controls as all other bones that influence the skirt. Compair her sitting down in this image to the other image of her sitting down. Also there two spikes behind the orange and purple spikes influence the points on her skirt where her butt is, lets just say that it means her model doesn't come down to a sharp end.
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johnar

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Re: practicing skirt rig feat. Zoey
« Reply #3 on: March 27, 2013, 08:46:32 pm »

Difficult, if not impossible, to get it perfect using bones only. A more complex rig could possibly give better results, although what you've got so far actually looks very good for Anim8or.
 Only thing i could suggest would be to add morph targets to the skirt so you could 'tweak' the final positions after moving with the rig. Hopefully there is enough points in the skirt. Eg: On the last pic of her sitting down, morph targets would allow you to move the front of her skirt closer to the tops of her legs.
  Just thoughts....
 Good stuff fromsoysauce  ;)
 
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wacky blend

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Re: practicing skirt rig feat. Zoey
« Reply #4 on: March 28, 2013, 01:18:29 pm »

I haven't been on here for a while and thought I would see if the program had an upgrade yet. If I was working in Blender this would be a snap because you can just assign the vertices to be cloth. But since I am in Rome, I will do the way the Romans do it.  :D

Try running multiple bones down all sides of the skirt. Like this dress tutorial I found (a while back) and ripped before the site went down;

Cloth Flow in Anim8or

The originally linked to this page: http://homepage.ntlworld.com/w.watson3/main/animation.html  should the maintainer wish to home the orphaned files.

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fromsoysauce

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Re: practicing skirt rig feat. Zoey
« Reply #5 on: March 28, 2013, 02:48:37 pm »

Wacky blend, ahh yes, I call that rig "the tree roots" as mentioned in the opening post. The first appearance of Zoey brooks used the same idea:


It's a faithful design that can yield very pretty flows of motion. But perhaps I should put this topic into context: I'm not trying to make the most detailed rig (the rig only should be detailed enough that it can solve clipping glitches), the rig I'm making is for a fighting game. When making a character with over 20 action packed animations, skirt-clipping happens to no end, and I find that it takes too much time to iron out the look using the tree-root rig. What's worse, there's no way to judge if any given sequence looks good or not until the skirt is rigged around the legs with that design. So I'm trying to find a design that leads to fast animation development speed.

@ Johnar, yea I like the idea of morph targets, but the are not compatible with U3D to my knowledge.
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johnar

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Re: practicing skirt rig feat. Zoey
« Reply #6 on: March 30, 2013, 06:52:51 am »

I understand. Didn't realise about the gaming thing.  Good luck. I'm lost in your world. :D
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wacky blend

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Re: practicing skirt rig feat. Zoey
« Reply #7 on: April 18, 2013, 07:24:25 am »

The gaming world of mesh has evolved to use the game engine and Direct X tech to make the models "seem" to be hires mesh. While high-resolution models are more appealing, they require more resources for storage and rendering. Faced with this trade off, you may choose to create one fixed, low-resolution version for distant views or fast motion, and a separate high-resolution version for close-ups or places where high visual appeal is critical. MRM (multi-resolution mesh) is one such example.

In order to accomplish you goal you may have to consider investing time to learn other 3D model programs. I am not saying that it would be implausible with Anim8or, just it would be like trying to design a fancy dress using a hand loom, needle and thread.
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fromsoysauce

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Re: practicing skirt rig feat. Zoey
« Reply #8 on: April 18, 2013, 10:12:37 pm »

Yea, or I could just keep with the retro PS2/GameCube era techniques.
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cooldude234

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Re: practicing skirt rig feat. Zoey
« Reply #9 on: April 19, 2013, 04:28:07 am »

The gaming world of mesh has evolved to use the game engine and Direct X tech
By Direct X tech you mean technology ripped off from OpenGL and implemented worse

Just wondering soysauce, does game maker allow you full control over you meshes and their individual vertices? Because if then you could just make a simple rope/cloth physics for the vertices that make up the skirt. Considering your going for a much lower poly count it wouldn't be too resource heavy.

PS if your still looking for some music for you game, drop me a line (pm me or something) and I'll get back to you.
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